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Ragnarok
  Tue Dec 08, 2009 6:19 pm
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Location: Luxembourg
I LOVE it!
It just seems to really splash to the ground :D
Nice

~Ragnai


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saikyo765
  Tue Dec 08, 2009 11:54 pm
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Ragnarok wrote:
I LOVE it!
It just seems to really splash to the ground :D
Nice

~Ragnai


Thank you : )

the partical system is so much smoother than the default animation system. its a simple script but works sufficiently for what i need it for. the flame thrower can now be made to my liking with the new animation system.
Yes and the blood actually stays on the ground for a while and doesnt cause any lag. I'm going to make body parts like arms and stuff part of the splatter system so body pieces stay on the floor. Disapearing bodies are being reworked too. the bodies will stay longer before disapearing but they wont be a character set remaining there.

Stay tuned for more updates possibly tommorow.


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saikyo765
  Tue Dec 08, 2009 11:55 pm
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Ragnarok wrote:
I LOVE it!
It just seems to really splash to the ground :D
Nice

~Ragnai


Thank you : )

the partical system is so much smoother than the default animation system. its a simple script but works sufficiently for what i need it for. the flame thrower can now be made to my liking with the new animation system.
Yes and the blood actually stays on the ground for a while and doesnt cause any lag. I'm going to make body parts like arms and stuff part of the splatter system so body pieces stay on the floor. Disapearing bodies are being reworked too. the bodies will stay longer before disapearing but they wont be a character set remaining there.

Stay tuned for more updates possibly tommorow.


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saikyo765
  Fri Dec 18, 2009 12:42 am
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Added MK23 Socom handgun.

Image
Image

Messing with flashlight effects. to help you see zombies with light, in range the zombies will flash becoming more visable
Image


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Daxis
  Fri Dec 18, 2009 1:16 am
The arrow lives frugally.
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Ever thought of doing a flashlight? For when there are areas of near total darkness, you can use the flashlight to allow you some light, and then when enemies appear, you have to escape/run, get a gun and load, and then come back.

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saikyo765
  Fri Dec 18, 2009 1:26 am
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Daxisheart wrote:
Ever thought of doing a flashlight? For when there are areas of near total darkness, you can use the flashlight to allow you some light, and then when enemies appear, you have to escape/run, get a gun and load, and then come back.


Great Idea :)
I been wanting a flashlight but just got around to messing with it. I'm still trying to figure out the best way to do it. I just want it to look like it actually brightens up the room. Like I'm still not even impressed with the above picture of the test I have. I had a few ideas that I still have to test. but with the outdoor areas using pictures and fogs and screen tints, the flashlight and other lighting items will only be used indoors. You can see objects with the flashlights not normally seen. The real horror aspects will take place indoors. and the flashlight for darker interiors will make it a little scarier.


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Daxis
  Fri Dec 18, 2009 1:36 am
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You can probably use guns as a temp flashlight in some instances. Not too sure if the player's inventory is limited or whatever, but if it is, some players might not want to take a flashlight, which does little(albeit useful). The player can thus use the flash from using the gun as a light source, so they can get a glimpse of the room and move around.

It'll be interesting to see yourself in total darkness, and know that you're being attacked by an effin huge horde of zombies... and using the gun to light the room, not knowing if there's something blocking your way, if there's another zombie behind you...

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saikyo765
  Fri Dec 18, 2009 2:04 am
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Daxisheart wrote:
You can probably use guns as a temp flashlight in some instances. Not too sure if the player's inventory is limited or whatever, but if it is, some players might not want to take a flashlight, which does little(albeit useful). The player can thus use the flash from using the gun as a light source, so they can get a glimpse of the room and move around.

It'll be interesting to see yourself in total darkness, and know that you're being attacked by an effin huge horde of zombies... and using the gun to light the room, not knowing if there's something blocking your way, if there's another zombie behind you...


Good point. Well the muzzle flash animation for indoor areas has a bigger glow around the hero. the animation for outdoors has a very smaller glow. so it natrually lightens up the screen when firing a weapon. ill show an example. but the "positive" effect on the glow natrually lightens up the area. :)
so yes, when you shoot in dark areas you can see xD.

I think I just need to make it a little brighter


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Chalupa
  Fri Dec 18, 2009 4:38 am
"Et tu, Brute?"
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Uggh, the more I look at this the more I want to play it RIGHT NOW.
:box:


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Ikariz
  Fri Dec 18, 2009 5:34 am
Interwebs Phenomenom
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Agreed, this game is looking utterly awesome, can't wait to play it.


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Daxis
  Fri Dec 18, 2009 6:34 am
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You know, looking at the "most recent!" screenshot, the one that has subtitles with jimmy and whatever, I love the damn subtitles. I think you should incorprate thate into your game beyong basic cutscene subtitles. For npcs and whatever, when they're attacked by zombies(or when you attack them), you can have little subtitles with the npc(or zombie) saying something, even if it's just "argh......" Sorta try to give the game a epic movie-ish feeling.

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saikyo765
  Fri Dec 18, 2009 1:46 pm
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Daxisheart wrote:
You know, looking at the "most recent!" screenshot, the one that has subtitles with jimmy and whatever, I love the damn subtitles. I think you should incorprate thate into your game beyong basic cutscene subtitles. For npcs and whatever, when they're attacked by zombies(or when you attack them), you can have little subtitles with the npc(or zombie) saying something, even if it's just "argh......" Sorta try to give the game a epic movie-ish feeling.


I like that idea. well NPC's will have a few lines of voices and screams. so adding subtitles sounds like it could be cool to me. Consider it done :)


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mike1
  Wed Jan 13, 2010 4:46 am
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saikyo765 wrote:
[quote="stefanzzz"

|One Handed|
Hatchet (capable of running while using, faster attacks than standard fireaxe)
Machete
combat knife
more to come



So you considered combat knife as one handed? What is Machete?

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NamT
  Wed Jan 13, 2010 5:25 am
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I wanted this for chrismas, but didn't get it.


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Unrivaledneo
  Wed Jan 27, 2010 4:22 am
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Location: The Sand Box...Agian
Been waiting for this for years :p Only reason I come back here is just to check up on good ole Johnny!!


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saikyo765
  Mon Mar 29, 2010 5:08 pm
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Image


Finally got around to doing the muzzle flash with the particle animation system. The particle system i much more fluid than the standard rmxp battle animations.
Image

Notice the old school music and color scheme.
more effects will be added when i feel like its sets the mood.
but the game will be "shot" in a b horror movie style.
will have retro film effects and styles, as well as audio.


I have made a small video showing a test for the M16A1 muzzle flash fire.
Click here to view video


ill have a video of the gore tommorow


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LumberWarrior
  Wed Mar 31, 2010 2:46 am
DeadWater Productions Webmaster
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I really like the muzzle flash... it was very fluid. Can't wait for the gore video.

With that being said... why did you change the name of your game from "Fall of the Living" to "Dawn of the Fallen"?


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saikyo765
  Wed Mar 31, 2010 6:47 pm
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Gore System Test

I recorded a test of the gore system. dont focus on the map or lack of animations.
the stupid recorder made it lag some too
the second half of the video i made headshots alot harder so you can get a better look at the gore

Click here to view video


Last edited by saikyo765 on Thu Apr 01, 2010 4:06 pm, edited 5 times in total.

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Jason
  Wed Mar 31, 2010 6:54 pm
It's me, Sauk... or is it?!
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Awesome Bro
Just wondering, what was with the change of name for the project?

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The Forum of Jesus Brist! Click here to check it out!
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Project GRID
Full game is out now! Get playing and leave some feedback!

GRID² - May be released eventually.

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saikyo765
  Wed Mar 31, 2010 6:56 pm
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Jbrist wrote:
Just wondering, what was with the change of name for the project?


It's nothing final. I'm just trying to find a better name. I feel the old one was just too generic. I'm trying to find one better suited for the game.


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Jason
  Wed Mar 31, 2010 6:57 pm
It's me, Sauk... or is it?!
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Awesome Bro
Also, just watched the video, I quite like the gore you've got there, although is there possibly a way you could expand where the blood drops, since it flies out everywhere, but lands on the spot where the zombie is, I think if you could find a way to make it land all around the area of the zombie (One square ahead, behind, left, right, all diagonals, etc...) then it would look tons better, but as it is at the moment, I still think it looks really good.

_________________
Random Text.
---
The Forum of Jesus Brist! Click here to check it out!
---
Project GRID
Full game is out now! Get playing and leave some feedback!

GRID² - May be released eventually.

Image


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saikyo765
  Wed Mar 31, 2010 6:59 pm
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Jbrist wrote:
Also, just watched the video, I quite like the gore you've got there, although is there possibly a way you could expand where the blood drops, since it flies out everywhere, but lands on the spot where the zombie is, I think if you could find a way to make it land all around the area of the zombie (One square ahead, behind, left, right, all diagonals, etc...) then it would look tons better, but as it is at the moment, I still think it looks really good.


Thanks I agree. I used to have alot of diffrent splatters but due to an error I had to restart on them. the ones on the video is only like 3 diffrent variations. once I sprite some more it will look splattered in diffrent areas.


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saikyo765
  Sat Apr 03, 2010 2:58 am
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Can someone watch the 2 videos and comment on it on this thread.
thanks


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kqurmiz
  Sat Apr 03, 2010 10:39 am
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Location: Riverpass
very laggy videos...but system is nice .. gj


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starFantastica
  Sat Apr 03, 2010 12:25 pm
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Location: Cape Town,South Africa
Amazing looking game. Definitely on my 'RMXP games to play' list. Everything just looks so professional. Damn good, if I say so myself. I can't imagine how long it must have taken to sprite those Half-Kaisers.

Keep it up, man! :thumb:

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saikyo765
  Sun Apr 04, 2010 1:09 am
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Image
showing the resprited jeep. On the main highway in the first city. You can get to practiclly anywhere in the city from the main highway. The highway also leads out to the country side. where there will have smaller towns. plenty of diffrent terrains will be explored.

notice the accuracy reticule in the left top corner. It's a 2d version of a FPS reticule. the more you shoot it, the wider the lines move, making it less of a chance to hit the 'bullseye' (headshot)
this is a visual of accuracy, and will help players to pursue in using burst fire for assualt rifles/smgs and such

stay tuned for a new batch of screenshots soon showing new zombies, weapons, locations and more fun


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Chalupa
  Mon Apr 05, 2010 3:52 am
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For the love of God, release SOME kind of gameplay demo! I don't want this beautiful looking project to end up being vaporware >->

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saikyo765
  Thu May 06, 2010 7:20 pm
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so lately i been working on the game world.
I relized that without a realistic world nothing feels right.
enviorment and small details are very important

I am working on a dynamic time system. the outside world will be at correct tints as time progresses in real time. each map will have a set of fogs for day and night.

one fog will be where the sunlight hits surfaces (not pictured)
and another fog will be shadows in the correct places.

the day and night system will play a big role.

at night zombies are more aggressive and you will have limited vision in darker areas, especially the countryside makes the player reconsider doing "supply runs" and other missions at night.

enemys could ambush you easier at night ect.

time will also force the player to use the sleeping system and go to their hideout for more than just missions.

most survivors will not be outside at night unless they are in real trouble.

early daytime (not including fogs!)
Image


around dawn (not including fogs)
Image


the city is going to be a playground. you can practiclly get anywhere through rooftops, alleyways, fire escapes, subways,and even sometimes laundary lines. there is always a stealthy way to get through the city rather than the main streets filled with the undead.

(without shadow and light fogs)
Image

i will have a map soon showing the real system with working fogs.
i am going to make the lighting look as realistic as possible.

i will be showing new enemy types soon as well. stay in touch.
:!:
:blank:


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saikyo765
  Fri May 07, 2010 8:25 pm
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Image
Here is an example of the lighting for a sunny day. I know the shadows need some work. But notice objects reflect the light some. Shadowing also allows me to make more detail in the textures. I need to make the light reflect off of the main hero too an up the saturation some when in daytime.

what do you think? more soon.


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Rekiem
  Fri May 07, 2010 9:02 pm
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saikyo765 wrote:
Image
Here is an example of the lighting for a sunny day. I know the shadows need some work. But notice objects reflect the light some. Shadowing also allows me to make more detail in the textures. I need to make the light reflect off of the main hero too an up the saturation some when in daytime.

what do you think? more soon.


Cool, i like the shadows, but i think that you could fix some reflects (looks like those 3 lamps were on)...

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