Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 09:38:59 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 7 8 [9] 10 11 12
161  Developer / Playtesting / Re: Nanovoid (*NEW* TRAILER!) on: November 03, 2009, 03:33:24 AM
Eraser: Yes, that's true. Unfortunately, it will not change much, because I am running out of time.

Kegluneq: I want to do something different next year, so I hope it will be finished in december...

About the music... Well... It is the first song I've ever made. (I tried my very best)
I know that there is quite some room for improvement, of course...   Embarrassed

So if anyone wants to make music for Nanovoid, drop me a note!
(The challenge here: It has to be in fasttracker2-format (.xm) - e.g. made with Milkytracker)
162  Developer / Playtesting / Re: Nanovoid on: November 01, 2009, 12:49:45 PM
The playable demo in the 1st post is quite old, but finally I have finished the trailer. I hope you will like it...





163  Developer / Playtesting / Re: Nanovoid on: October 28, 2009, 04:29:22 AM
Hi, I think I could need some feedback again. This time, I made a test video on youtube...


It really looks dull...

What about more contrast and increased gamma (and less brightness)?
164  Community / DevLogs / Re: Silverline on: October 10, 2009, 06:46:21 AM
The bats need evil eyes (to detect their facing) imho. Other than that: Great work!
Yes, the bat is not shaded, yet.


Here's a mockup for the status display.
The equipment (helmet, armor, left glove, right glove, shoes, left weapon, right weapon) should be visible in the status-area and on the player-sprite. (although, a glove is only 3 pixels)
165  Community / DevLogs / Re: Silverline on: September 27, 2009, 06:35:07 AM

Coward player between skeletons and bats... Moving around aimlessly...
(collision detection isn't working, yet)
166  Community / DevLogs / Re: Silverline on: September 25, 2009, 12:27:45 AM
Looks like it's really coming along. This seems like it could be a lot of fun to play at a LAN or something once finished Smiley

Somehow, I doubt that Silverline is a typical game for LANs. Well well... attracting players is indeed a problem. An iPhone/iPod-touch client could maybe increase the player base. Otherwise we will need an internet promotion tour...   Wink
167  Community / DevLogs / Re: Silverline on: September 24, 2009, 02:31:23 AM

Login and character selection seems to work now...
168  Community / DevLogs / Re: Heat Line on: September 15, 2009, 10:56:53 AM
Heat Line
Nice game name...  Wink
169  Community / DevLogs / Re: Silverline on: September 14, 2009, 01:52:12 AM
I have one question, what kind of battle system will you use?

Probably "Zelda-like"...
170  Community / DevLogs / Silverline on: September 13, 2009, 04:13:02 AM
Welcome to Silverline, a multiuser adventure game.

This is a cooperation between Docjones (Mr. Server), Lazycow (Mr. Client) and Scamper (Mr. Music)
(feel free to contact us if you want to contribute)

open tasks:
- pixeling 16x16 monsters or background blocks (should match the style of the screenshots)
- designing dungeon levels with the editor
- programming (e.g. a procedural dungeon generator, or other things) - in C


Screenshot of the level edtior


A "walk around test" with the Silverline-client and some character drafts...

Silverline is a client-server game with a single main server. (So you can only play it over internet)
Actually, the client is available for Windows and Linux (MacOS X and iPhoneOS are planned)
171  Developer / Design / Re: So what are you working on? on: August 08, 2009, 12:54:34 AM
The combat isn't established yet, and there are bits and pieces of animation and effects missing. It should give some idea of what the feel and gameplay are like, though.
This is marvelous!!  Grin  My favorite action is when the hero jumps without his horse. (however there seems to be a small glitch when he is landing on the horse again)

I hope there is a kind of duel somewhere, where you are facing the "dark knight"? (himself)
172  Community / Creative / Re: COLLABORATION on: August 04, 2009, 11:54:06 AM
Look, I got like a fully drawn and designed game sitting on the shelf because my coder ran out on me, if any of you guys wanna help send me a message or whatevs.  Noir
We are curious! Post a screenshot!  Grin
173  Developer / Playtesting / Re: Nanovoid on: July 27, 2009, 10:30:42 AM
Hi Inane! Still... only the 1st level from the prototype is playable. Shocked  If you are fond of some beta-testing, you might give it a try after I have finished including all the ships into the level design...
174  Developer / Playtesting / Re: Nanovoid on: July 25, 2009, 11:38:33 PM

Do aliens eat metal? Maybe. So what about this attack?
175  Developer / Art / Re: Planet Animation on: July 25, 2009, 10:14:50 PM
Also, is that how you made that one animation?

Here's how I called it from the command line... (povray is complicated, if you continue using it, you will have to read the manual, I guess) There is also several helpful stuff out there in the net. My favourite site is... http://www.f-lohmueller.de/pov_tut/pov__eng.htm
Code:
povray +Inewearth.pov +UV +UL +FP -D +W320 +H240 +KFF64 +KC +Oframe.ppm
"+FP" to create .ppm files, "+FN" for .png files
"+KFF64" creates 64 animation frames
"+W320 +H240" for the resolution
(look at the manual for more parameters)
after that you can use "montage" from the imagemagik package to build a spritesheet (as mentioned above)
good luck! Smiley
176  Developer / Art / Re: Planet Animation on: July 24, 2009, 11:35:05 PM
It was more creating the animation, but I was also wondering if there was a better program I could use.

Yes, you should use a 3D program. Here's an example how to do this with povray:



That's your modified texture


and the povray source:
Code:
global_settings{ assumed_gamma 1.5 }

camera { location <5,5,-5> look_at  <0,0,0> }

sphere{ <0,0,0>, 1
texture{
pigment { image_map { gif "newearth.gif" map_type 1 once } }
finish { ambient 1.0 }
}
rotate y*clock*360
}
177  Developer / Art / Re: Planet Animation on: July 24, 2009, 11:54:46 AM
What exactly is your problem? Creating the animation frames of the rotating planet? Or creating an animated gif out of a sprite sheet? Or creating a sprite sheet out of single animation frames?

...you could use "gifsicle" to build an animated gif out of frames:


...or "montage" from the imagemagik package to build a sprite sheet out of frames, like this:
178  Developer / Art / Re: show us some of your pixel work on: July 08, 2009, 10:07:23 PM


Hey, very nice! But... she has no horns!
179  Community / DevLogs / Re: Quest of a Mang on: May 17, 2009, 08:33:19 AM
I think it will be easier to see everything when it's in fullscreen. The darkness is exaggerated by being on a white background.
I really like the pixel art, but it's definitely too dark.  Shocked (you may want to calibrate your monitor?)
180  Developer / Playtesting / Re: Nanovoid on: May 01, 2009, 10:59:23 PM
@vdgmprgrmr: Yes, damaging was disabled for the movie-clip. In fact, the tentacle-alien gets damaged by the player ship, too. That's not very logical. I wonder how I will solve this.
@Kegluneq: There could be a story mode where you are in control over other vessels for specific missions. But time's my biggest enemy, so maybe not.
Pages: 1 ... 7 8 [9] 10 11 12
Theme orange-lt created by panic