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Thread: What are you making?

  1. #2501
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    My polygon budget is basically whatever my computer can handle, since the end result will be static images.

    I still have to try and maintain some efficiency, since I planning on having a lot of foliage. 40-50k tris per pine, 80-120k per leafy tree is what I'm current aiming for.

  2. #2502
    Member
    Registered: Aug 2004


    Added a second new car. Finally got rid of that original car, drawn in a few minutes during a game jam with paint.net shape primitives. These new cars are also textured to work best at 1080p, although the actual characters will blur a bit because they're still sized for 720p.

    I've also added "landing points" on the cars, to better control where the units cling to. Their positions on the new cars look much better now. This change is also critical to support larger, multiple-landing-point vehicles (coming soon!).

    In addition, I zoomed in a bit and brought the game down to six lanes. Hopefully it'll be a bit easier to see what's going on! The long term plan is to have a typical section have four major lanes, a train track at the top, and on-ramps/off-ramps at the bottom.

    As usual, these changes are playable in browser right now:

    https://pyrian.itch.io/cyborghighwaywip

  3. #2503
    Member
    Registered: Aug 2004
    Cyborg Highway now has Android and Touch Screen support!
    (iPhone/iPad not yet supported. WebGL fullscreen isn't allowed on that platform.)



    If it won't come out of portrait mode, trying unlocking your phone orientation. Fix pending.

  4. #2504
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    What you need now, is an Atari 2600 demake.

  5. #2505
    Member
    Registered: Aug 2004
    I'm not sure I could optimize it onto an Atari 2600. They did manage to get Frogger on it, heaven knows how, and while it clearly had issues, maybe it could be done.

    Also, the controls would be an issue. Maybe use a joystick to move and a paddle to aim?

  6. #2506
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    That would work I think. The game has that sort of simplicity to it. Some people would go crazy for that sorta stuff. Can link you a few sites if you choose to go that route.

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