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21
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on May 01, 2017, 04:34:39 PM »
If I put the gamma up a little bit, it comes out like this:



Any better?
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Idle Chatter / Re: One Of Them
« Last post by c^5 on May 01, 2017, 09:15:10 AM »
Improvements sound neat!

EDIT - looking at this from my Mac Pro through the TV, it's pretty dark.  Looks fine on my MacBook though.  How does it come out on your displays?

Looks pretty dark to me on both my Macbook and on my external monitor, hard to make out what's going on in the parts of the scene that aren't directly lit.
23
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on May 01, 2017, 05:35:17 AM »
Here's a screenshot showcasing some of the improvements I mentioned in the last post.  Better lighting, more game-like layouts with structural stuff that makes a bit more sense/gives you places to hide, improved lighting, a little contextual instruction on the screen depending on what your action button will do (in this image you're holding a rock):



You may notice the glowing wasp images - going with wasp venom as the experimental treatment that was supposed to make the prisoner placid and compliant, but it obvs has a different reaction in a human than it does on cockroaches (crazy I know)

EDIT - looking at this from my Mac Pro through the TV, it's pretty dark.  Looks fine on my MacBook though.  How does it come out on your displays?
24
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on April 30, 2017, 03:42:24 PM »
Significant progress in the past few days:

Prison map has had a big makeover:
- real stairs instead of weirdly textured ramps
- layout opened up so you can see where the heck you are actually going
- more pillars and other map geometry you can hide behind
- bye bye nebulous stairwells
- built in glorious glass ceilings letting more moonlight in
- light bollards have made an appearance improving the look of outdoor lighting
- more vents built into the map can be yelled into to make distractions for enemies
- guards have 'hiding spots' where they run to when they're scared

Scripting improvements:
- icons appear on the HUD telling you when a contextual action is available (such as pick up rock, yell into vent, aim/throw, vault over a barrier/bench)
- resolved action button conflict where throwing a rock close to a vent made it irretrievable (trying to pick it up would make the zombie yell into the vent instead)
- I 'think' I resolved a scripting conflict that caused the engine to unexpectedly crash (believe it was something to do with the 'hide all bitmaps' command when no bitmaps were actually shown)

These changes go a long way in making the demo more playable and smooth!  I'm finally starting to see glimmers of a 'real game' now
25
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on April 13, 2017, 06:24:07 AM »
OMG can't believe I didn't think to implement this sooner!  So, enemies hear your footsteps!  It means 1) you gotta be sneakier, and 2) when they're chasing you, they can easily follow your footsteps!  Suddenly, they're better at tracking you down, instead of standing there confused from afar when you slip around a couple corners

So depending on if their alert level is low, medium or high, they'll be able to hear further.

PS I'm almost done with the second level!  And here's a random screenshot of enemies finding me hiding under a desk:

26
dim3 Versions / Re: Web-Shooter Alpha 5
« Last post by ggadwa on March 31, 2017, 06:20:09 AM »
FYI:

So what I'm working on now is a debug version where you get a list and can have it generate a single item (a texture type, a sound effect, a model) and display it.  It's getting hard to adjust and make things better with the size of maps and models it generates now.  It'll help me pinpoint where I have work to do.

[>] Brian
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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 30, 2017, 01:54:06 PM »
So I finally sorted out my web host - I can now upload large files!  Meaning now that Dropbox public folders have been retired, I can post download links again!

Here's the latest playable beta of the game - http://galavantgarde.net/oneofthem/OneOfThem.zip

EDIT - my web host wasn't quite what I expected, so I've killed the site.  That means you can't download the beta for now.  It'll come back soon don't worry
28
dim3 Versions / Re: dim3 v24 Release
« Last post by Galavant Garde on March 28, 2017, 12:39:19 PM »
Ahso yeah that's what I meant - like it's in the darkness and the light only shows a little bit of its face. Cool I'll try darker textures, good idea!
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dim3 Versions / Re: dim3 v24 Release
« Last post by ggadwa on March 28, 2017, 06:59:58 AM »
Ace, thanks!  Final question on this - is there a way to change the ambient light colour on the start screen?  I believe it's set to white

No, the lighting stuff is mostly used so the shading can look good on the model.  You can probably fake it by making a version of the model that has a texture that's darker, if that's what you are looking for (i.e., back in the darkness.)

[>] Brian
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dim3 Versions / Re: dim3 v24 Release
« Last post by Galavant Garde on March 27, 2017, 05:18:34 AM »
Ace, thanks!  Final question on this - is there a way to change the ambient light colour on the start screen?  I believe it's set to white
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