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When you know are.
Dang, that tank texture looks great. What resolution did you map it at? Your attention to detail never ceases to amaze me.
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Elvis...who tha f**k is Elvis?
That's a great look, render! The texture and model are both great and the little star takes some of the seriousness out of the killing machine! I like it
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ism
looks cool render.
i dunno if the yellow tip on the barrel has any purpose but for me it looks a little odd. i think if the star (or something else on the tank) was yellow or the tip a little more metalic it might work better.
just my 2c
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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Software Developer
Amazing renders / texture renderhjs.
Reminds me of Battalion Wars (http://en.wikipedia.org/wiki/Battalion_Wars)
My only suggestion would be to take the star just a little lower so its on the body of the turet and not the edge. Anyway thats my 2cent,
Ill definitely be back for more
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Game Player - Developer
"I love to make them as I love to play them"
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Feeling adventurous?
Love it How will the gameplay be?
How about "Tink Tank"?
I don't have a photograph, but you can have my footprints. They're upstairs in my socks.
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I guys thx for the pleasent comments
update:
interface progressed a little:
but today I worked on the engine layout,- at first I thought of a usefull xml layout without the need of any editor as I dont have the time switching or developing tools for that that can create/ and or read such data.
so my 1st xml template looks like this: (here is the actual xml file)
PHP Code:
<map prefixTex="tiles/">
<id>
<tile id="w" cost="0,2" tex="water_1.gif,base_1.gif" z="0"/>
<tile id="b" cost="2" tex="base_1.gif" z="0"/>
<tile id="g" cost="2" tex="gras_1.gif,tank_renderings.jpg" z="0"/>
</id>
<grid>
<r>b,b,b,w,w,w,w,g,w,b</r>
<r>g,w,w</r>
<r>g,b,w</r>
<r>g,b,w</r>
<r>g,b,w</r>
<r>w,w,w</r>
<r>g,b,w</r>
<r>g,w,w</r>
</grid>
</map>
it basicly uses a reference ID system wich gives me the flexibility to change multiple tiles of the same type rihgt away. As I just need to edit them in the "id" tag. The tex (texture/sprite) , cost(action points required to pass) and z (height value for collision shooting) can be seperated by a "," and and thus can contain multiple states depending on the damage that tile has taken. E.g if a bridge has been shot once the engine moves to the next tile in the "tex" attribute, same goes for the other attributes.
the current demo only loads the sprites (with sprite manegement as it only loads once what it really needs):
http://www.renderhjs.net/bbs/flashki...ystem_001.html
right now I am toying with the tiling as I want to be able displaying smaler maps as the screen size centered, big maps eased slowly down when moving the cam to the corners ect.
Originally Posted by Son of Bryce
What resolution did you map it at?
2048*2048- no need to go bigger as the target renderings certainly wouldn´t be bigger as 640*480 - I only need it for the splash screen and within the game as sprite.
and here another rendering showing more details:
Originally Posted by mickm
Reminds me of Battalion Wars
Advance wars was actually some inspiration but I want a completely differnt gameplay somehing more focused on just 1 tank but with multiple actions,- and action costs just like Jagged alliance.
Originally Posted by BlinkOk
...the yellow tip on the barrel has any purpose but for me it looks a little odd. i think if the star (or something else on the tank) was yellow or the tip a little more metalic it might work better.
The tank went to realistic in my oppinion so I tried to make it look more as a toy with signal colors. I think it´s a good idea signalizing the tip of the turrent so that even as very smal sprite (48*48) it´s still remarkable where the turrent is located at.
But yeah perhaps it´s still not looking realistic enough.
Originally Posted by T1ger
Love it How will the gameplay be?
a mix of Advance wars and Jagged Allience- but defenitly round based with cute and colorfull graphics. Will post more details in time
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Ich lerne jede Tag etwas Neues
I'm thinking that this must be a fun little project for you. It's pretty cool looking. The tanks are "very" well done.
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another update:
worked on the interface/splash, changed tile size as the tank was not very recognizeable in it´s tiny 48*48 cell.
coding department: got the tiling working somewhat:
demo:
http://www.renderhjs.net/bbs/flashki...ystem_002.html
I need to fix my gap mechanics wich take in if you scroll very fast the map- but if you scroll smoothly it should work already pretty good. And it´s fast.
The tiles are attached as Bitmaps wich are again dynamicly loaded so it supports single frame PNG,GIF,jpeg and swf files wich I define in the xml.
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Senior Member
So jealous. Mad skillz Render.
Looking very good so far. The scrolling with the mouse movement is very interesting. Is this just to test, or is this how the game will work with all the other controls being keyboard based?
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Ich lerne jede Tag etwas Neues
In the bottom right corners of your maps, I noticed if you go at a regular pace the tiles don't show up. Why is this?
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yet another update
demo:
http://www.renderhjs.net/bbs/flashkit/tank_move/demo3/
finally completed the scrolling hassle,- click on debug to see where it updates the map (red fade). The unique (for me that is) thing is that if you move very fast your mouse it calculates only the minimum area that needs to be updated (red fade).
For me the scroll- performance already is very great and I am happy with it for now. Next on coding is pathfinding ._.
Originally Posted by Alluvian
...The scrolling with the mouse movement is very interesting. Is this just to test, or is this how the game will work with all the other controls being keyboard based?
testing purposes only- kinda lame right now imo.
Originally Posted by Evaman
In the bottom right corners of your maps, I noticed if you go at a regular pace the tiles don't show up. Why is this?
cause at that time I had some issues with my reinvented scroll method- should be wroking perfectly now .
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M.D.
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Pumpkin Carving 2008
I don't like the game layout. It's not that anything looks bad, but the border around the game doesn't really tie the name, the theme, and the gameplay together (actually most don't relate to each other). Are these temporary graphics you are planning on changing later?
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@ImprisonedPride:
as stated in the tile WIP (work in progress),- many graphics are not yet done- and there isn´t any gameplay at all yet (so you cant even complain yet about it).
Right now I am working on some tiles- they will improve for sure compared to what you were able to see so far. This is just my 3rd day on the whole thing
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Pumpkin Carving 2008
I meant the gameplay as I envisioned it, as well as that from other games in this thread (and I'm not complaining...)
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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update:
worked on some tiles:
demo:
http://www.renderhjs.net/bbs/flashkit/tank_move/demo4/
an rough editor is now included as well (in debug mode)
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Pumpkin Carving 2008
When you scroll down below the 3 mark on the y axis, tile 7,5 disappears. Other than that, now it's starting to look good.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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CostomJunky
Really great stuff render and the engine runs very smooth. Keep up the great work. The tanks are looking nice. Very detailed, detail that merely add pixels but cost millions in the movie industry.
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