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Truimagz.com
pretty cool man, I like it alot.
if you can get it down to very easy to use and efficient this would make a cool website indeed.
I see you have done alot of things I would think of to make it easy to use, but something still seems like it has a learning curve.
but all and all I really like it, just makes me feel a bit standoffish in a weird way. like nervous about what I am doing and am I seeing everything that is available to me to do.
cuz people hate searching on websites. and like to see evrything right away like bam here it all is what do yuo want to do.
I give it an A+ for effort and originality.
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Senior Member
Maybe if you add arrow keys to rotate the screen it would be a little easier to use.
As a game programmer I see many opportunities for that in a game. 
I actually made something similiar, but since it was made in flash 6 it was alot slower.
Very, very cool concept!
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Senior Member
Hey, that's a really cool idea and very nice execution
I think it could make an interesting site, but I think you should also take it further and make a full game out of it.. looks like you already have the game engine almost completed anyway
@everfornever
I think you're right, but this site is obviously for showing off talent, and everyone needs one of those as long as there's an easy to use one as well
p.s, why in the pathfinding levels do the lamps appear under the character?
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Who needs pants?
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Senior Member
Verrrrry Nice .. Keep up the AWESOME! Work ..
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Senior Member
 Originally Posted by ozmic66
p.s, why in the pathfinding levels do the lamps appear under the character?
Dont see any depth management yet. Still, it looks very good.
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Zombie Coder
As a game, it has a higher potential than about 90% of the WIP's posted on here. Fantastic stuff. As a website, -if you're seeking honest opinions- it's overly confusing.
Make it a game, dude.
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M.D.
superb game, i agree with evil Kris, website is hard to navigate
but still, thats nuts
Last edited by mr_malee; 09-26-2006 at 05:12 AM.
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*********
excellent work, great idea for a portfolio website, look forward to seeing it finished!
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thanks for the coments so far,- you guys gave me some interesting thoughts
seems like I have to think even more about the controls,- or at least how to make it more intuitive to work with.
Depth management is taken out for now since I had ugly results in some levels (on faces the z- depth point is in the center of the 3d- space of that face and once a face is a little bit larger it covers smal objects/ sprites beneeth it) - but I think I will solve this soon.
I want to avoid using the keyboard,- but you inspired me and I am thinking of either:
- a focus mode wich will zoom/ rotate to an object once you hover over it
- or general ability to extend the rotation if the mouse is out of the safe boundary of the screen (meaning ,- if the mouse is in the middle of the screen nothing will be affected,- but if you move outside an invisible box you can affect the camera rotation)
My previous website was the opposite,- absolutely technical and designed for a control freaks. However a lot of people were overburdened on how to control it. That feedback back then made me this developing this method. But you are right,- maybe I should make it easier for the user to focus on the important things. Like a glow/ highlight or something else on important objects/ elements.
I also thought about a tutorial level- wich explains most important things- but right now there arent that much things you need to know- not yet.
like I already said,- IŽd like to grant you some insight and share some thoughts because depending on your comments I might improve or overthink certain aspects.
Level preparations
(here are samples of 1 level)
I first always start with a sketch,- a level can be pretty much work and if the concept is not good enough it gets frustrating in the end

in the very beginning my next step was to find the proportions and sizes with a 3d application (3dsmax in this case)- and also to avoid using to many faces

next is to paint/ edit the textures and build the level as *.xml file to see how it looks in the engine (see bottom of this screenshot)

then I usually import the textures back to the 3d application,- prepare the lights bake all the light & effects on the textures (texture baking wich is a unique rendering functionality) wich look on the textures like this:

here is a sample (screenshot from engine) of how a level can look with texture baking on the textures

as you can see I pretty much mixed 3d- and 2d tools to gain what I wanted,- all rotateable sprites were rendered aswell because of the different angles (if they have some).
The main character needs some improvements,- because I am still not very happy with the bends of his arms & legs and the animation. Also I try to incraese the angle renderings of the character (currently 8 angles- planning on 16) wich will affect the engine size but I guess itŽs worth it.

(another screenshot out of 3dsmax)
IŽll prepare some screenshots & illustrations on how I did the pathfinding,
wich i think is special because it doesnŽt require a gird or shapes (hittest) and has special abilities like single or bidirectional directions aswell as zoning areas.
Last edited by tomsamson; 03-18-2007 at 04:56 AM.
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Looks amazing, but I just thought I'd report something.
When I click twice for him to go somewhere, he walks back to the original spot and then goes to the destination rather than continuing to walk.
Anyways, great job and looking forward to the final result.
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Hey Timmy!!!
Wow, thats some cool stuff. What version of Max do you use, if you don't mind me asking?
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Script kiddie
Umm...
Don't you think this is a bit overkill for a website navigator? :P
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@ walsher:
when I started with some experiments on texture baking I worked with r7,- the character and newer things are done with r8.
Texture baking was introduced in r7, some earlier versions of maya should do the same trick- but its a pain in the ass using it there.
If you want to render orthographic images almost any max release will do (at least from r2.5 upwards)
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Hey Timmy!!!
Okay, I've got ver. 6 so I'm not too sure what texture banking is? How do you do this orthgraphic images, is it an option in the material editor or render?
Thanks
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Senior Member
Its a Technique to bake Light and Shadow into Textures ... also Possible with Maya ..
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@ walsher
first of with the max render this only works with a camera,- not the perspective view (other renders like brazil can differ in this case)
so select the camera- and on the right properties bar check "orthographic projection",- you will see the result in the camera view- change the FOV and lens to zoom out/in
you might find this old article interesting
http://www.gamedev.net/reference/art...rticle1911.asp
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