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Thread: What are you making?

  1. #2701
    A worthwhile twitter thread about solo dev/publisher relations and why you should always read a contract before signing it.

    https://twitter.com/jakefriend_dev/s...27560057298952

  2. #2702
    Member
    Registered: Aug 2004
    I saw that. What a scam.

  3. #2703
    Member
    Registered: Sep 2001
    Ok, so I've been very busy...






  4. #2704
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    HWAT

    Eldron did you work on the official remaster? The new models are A+++!

  5. #2705
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Well this is a cool trick. You can rip any scene from Google maps and get it in Blender, and from there you could get it into something like the Unreal Engine of course and walk around the streets. For major cities, the resolution is actually relatively good if you zoom in close enough, much higher than this screenshot which is still zoomed out a ways. I suppose you could start with a rough mesh of the whole region (my first go was a ~100 square km grab of the basic landscape; though I think you could get away with just a few 10 kms) and then fill in high resolution blocks one at a time.

    It's a shame that Google Map's license doesn't allow you to do anything with it though, or to do it full stop for that matter. I'd love to model in some apartment rooms players start in, with great views of the whole city, and then they could take the elevator down and walk around the block, go into some modeled shops, chat with NPCs hanging out... So much you could do with this. Google has a "Google Maps Platform gaming", which gives you the models to use in games. But since they get the textures from other sources, they can't distribute them as part of it. But I think the models alone are kind of pointless without the original textures.





    Last edited by demagogue; 24th Aug 2021 at 20:36.

  6. #2706
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Made an animated version of my logo today.


  7. #2707
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Quote Originally Posted by henke View Post
    Made an animated version of my logo today.[/IMG]
    Looks nice.

  8. #2708
    Member
    Registered: Aug 2004
    Oh no, this thread fell off the first page! Time to jump up!


  9. #2709
    Member
    Registered: Aug 2004
    My wife didn't care for the cherub's wings, so I made new ones:


  10. #2710
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    I thought that the old wings looked alright, but the new ones look so much better.

  11. #2711
    Member
    Registered: Sep 2002
    Location: Pennsylvania
    Quote Originally Posted by Yakoob View Post
    (...Rain on Your Parade...)
    I just reached the end of Rain on Your Parade on Switch the other night. It was a little breezy (pun intended?) but enjoyable and very funny. My favorite levels were the ones with the most straight-up havok to be wreaked, even if they were often the easiest ones. I was amazed at the amount of variety and weird one-off parodies. Nice work!

  12. #2712
    Member
    Registered: Jun 2004
    Thanks Weasel Glad you enjoyed it, and hope we can deliver more of the mayhem in the DLC (coming sooonnnn)!

  13. #2713
    Member
    Registered: Aug 2004
    Quote Originally Posted by Tomi View Post
    I thought that the old wings looked alright, but the new ones look so much better.
    Thank you!

    Really struggled with getting jumping to look the way I wanted. I'm pretty happy with where it's at now:


  14. #2714
    Member
    Registered: Aug 2004
    Experimenting a bit with the wing flaps. Here's a test with one, slightly bigger flap, but the wings come back up afterwards:



    And here's two flaps, a sort of flutter I guess:



    Let me know what you think looks best! Or if I should be trying something else.

  15. #2715
    Member
    Registered: May 2004
    I like the first one more. I guess with the other one my brain goes: "Why only two flaps and not continuous flapping?"

  16. #2716
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    I prefer the first one too. Perhaps the flap animation could be a little bit longer/slower?

  17. #2717
    Member
    Registered: Aug 2004
    Thanks for the feedback, everyone! Overall vote was 15:4 in favor of the 2-flap version, so I'm keeping that and moving on for now.

    I started on the rainbow. It's not as bouncy as I want it to be, but I'm pretty happy with it for a first pass:


  18. #2718
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    BUUUURGERRRRRRTIIIIIIIME!


  19. #2719
    Member
    Registered: Apr 2001
    Location: Switzerland
    No. No, no, no. There is only one BURGERTIME when it comes to old school gaming.



    Which makes me wonder: henke, how would you design a physics-based 21st century update of Burgertime? I somehow imagine it'd involve driving over the burger ingredients with a car. MeatRunner? BunTires?

  20. #2720
    Member
    Registered: Aug 2004
    Is the burger made from the scraped up remains of his wards? Lol.

  21. #2721
    Member
    Registered: Aug 2004
    I've been busy. Follow cam, parallax background, clouds change expressions and give off mist, rainbow is properly bouncy.


  22. #2722
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Parabolic jumps tend to feel floaty, but considering the aesthetics I think that's appropriate. And the clouds are fantastic, I think you could get a lot of use out of that visual gag.

    On a little tangent, parabolic jumps, which are produced by a constant force, are the most realistic; however, they also produce that often-unpleasant "floaty" quality in platformers. I think the best jumps, like in Mario and Metroid games, tend to have higher acceleration at the start and end of jumps and lower acceleration at the peak. The idea is that the apex of the jump is its most important part, where the goal of your jump is likely to be located; so, you want to get there quickly, stay there longer, then return to the ground quickly for the next jump.

    I've also played games with triangular jumps, which felt very weird but were also easy to predict.

  23. #2723
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Man, I had the best idea for a game this week. I'm not making it, but I thought about making it someday and did a little outlining of what it'd look like, which is a thing I do a lot. (This would be probably better placed in a "What are your game ideas" thread, but I don't want to necro that and this thread is right here.)

    Anyway, there's a cool game called Automation where you basically design and build your own cars. Well back up; you're a car company, and you need to come out with new models every year that will maximize your profit given the international market (each country has different demographics that want different things & have different budgets), given the other car companies out there and shifting tastes over time. But you're designing your car literally piece by piece and curve by curve, limited to the technology and aesthetics of the year you're in, and it'll have different performance curves and all of the expected consumer demand graphs will shift according to your model, before you know what other companies are doing, and then you put your car out into the market & roll the dice.

    But one of the coolest features is after you've made your car, you can load it up in BeamNG and actually drive it around and see how it performs in real world conditions. There's a lot of work that goes into designing a good car, both the engineering side and the aesthetic side, so you get really invested in what you're making, and nothing's better than getting to drive your own car around.

    Aaaanyway. Recently I've been playing a lot of IL-2 and DCS, especially the WWII warbirds and in DCS the Korean War era first gen jets, Mig15 vs. F-86. The idea that occurred to me is of course an awesome game would be if you were like a WWII aircraft manufacturer making warbirds for the war. I guess like Automation it could move up to the present day, except I worry at some point the tech might get so complicated it wouldn't be very feasible anymore. But it'd be good to at least start with the WWII and early jet era anyway.

    And it would work basically like Automation in the design and construction part, where you can drop in different parts with different costs, and it'll throw up different performance curves on graphs. Except instead of trying to fit a demographic's demand within their budget to maximize your profit, you're trying to fit the country's military needs within their budget to maximize whatever their strategy is (the progress in their air campaign, measured by actual air war statistics in a quarter). And the cherry on top would be that you could export it into a mod for DCS or IL-2 so you could fly your plane in those games to see how it performs.

    I got really excited about the idea anyway. It's for a certain personality type, but if you really get into all the games I mentioned, it'd be such a great game.
    Last edited by demagogue; 24th Nov 2021 at 21:40.

  24. #2724
    Member
    Registered: Mar 2001
    Location: Ireland
    Automation also needs an advertising system which you can use to tweak the demand, e.g. to larger / more fuel inefficient cars that make you more money.

  25. #2725
    Member
    Registered: Aug 2004
    Got some moving and/or vanishing clouds now, plus basic respawning (still needs an animation):


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