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Back to cretaceous
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Topic: Back to cretaceous (Read 49040 times)
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Nick
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You just got omnom'd
Re: Back to cretaceous
«
Reply #60 on:
January 29, 2012, 02:58:27 pm »
lol, that's true.. but it's hard to make it look like a real jet xs maybe i could change that with placing the wings more to the front, i'll try it
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ben_g
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Re: Back to cretaceous
«
Reply #61 on:
February 22, 2012, 02:51:25 pm »
just to prove I'm still working on this: Here are some screenshots. This time the graphics are permanent, so this will show how the game will look like once it's finished.
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screenshot of it being used in a tilemapper
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- A java MORPG. (pc)
DEEP COMA
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- a minecraft game in axe
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Spyro543
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Re: Back to cretaceous
«
Reply #62 on:
February 22, 2012, 04:31:24 pm »
Wow, you've been busy! I can't wait to try new versions!
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ben_g
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Re: Back to cretaceous
«
Reply #63 on:
February 22, 2012, 04:35:28 pm »
do you like the new graphics?
«
Last Edit: March 30, 2012, 06:44:43 pm by ben_g
»
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My projects
- The Lost Survivors (Unreal Engine)
ACTIVE
[GameCommandoSquad main project]
- Oxo, with single-calc multiplayer and AI (axe)
RELEASED
(
screenshot
) (
topic
)
- An android version of oxo (java)
ACTIVE
- A 3D collision detection library (axe)
RELEASED!
(
topic
)(
screenshot
)(
more recent screenshot
)(
screenshot of it being used in a tilemapper
)
Spoiler
For
inactive
:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib)
ON HOLD
(
screenshot
)
- A java MORPG. (pc)
DEEP COMA
(
read more
)(
screenshot
)
- a minecraft game in axe
DEAD
(
source code available
)
- a 3D racing game (axe)
ON HOLD
(
outdated screenshot of asm version
)
This signature was last updated on 20/04/2015 and may be outdated
DJ Omnimaga
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Re: Back to cretaceous
«
Reply #64 on:
February 22, 2012, 04:37:27 pm »
For some reasons the wall bricks don't seem aligned between each sides of the textures, but otherwise it looks good so far.
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ben_g
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Re: Back to cretaceous
«
Reply #65 on:
February 22, 2012, 04:46:52 pm »
I know that. I've been editing the texture coordinates manually becouse the coordinates generated by blender were entirely wrong. This was the best i could make them. Also the center of the texture is brighter than the edges which gives an ugly effect. Maybe it will give better results when I use a good camera instaed of the one of my cellphone.
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My projects
- The Lost Survivors (Unreal Engine)
ACTIVE
[GameCommandoSquad main project]
- Oxo, with single-calc multiplayer and AI (axe)
RELEASED
(
screenshot
) (
topic
)
- An android version of oxo (java)
ACTIVE
- A 3D collision detection library (axe)
RELEASED!
(
topic
)(
screenshot
)(
more recent screenshot
)(
screenshot of it being used in a tilemapper
)
Spoiler
For
inactive
:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib)
ON HOLD
(
screenshot
)
- A java MORPG. (pc)
DEEP COMA
(
read more
)(
screenshot
)
- a minecraft game in axe
DEAD
(
source code available
)
- a 3D racing game (axe)
ON HOLD
(
outdated screenshot of asm version
)
This signature was last updated on 20/04/2015 and may be outdated
DJ Omnimaga
Clacualters are teh gr33t
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Re: Back to cretaceous
«
Reply #66 on:
February 22, 2012, 05:25:50 pm »
AH ok sorry to hear about BLender. And a suggestion for textures would be to try using ones that are generated with softwares or something, so the brick effect, for example, is not curved or something. Camera lenses tend to give walls some sort of circular effect sometimes.
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ben_g
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Re: Back to cretaceous
«
Reply #67 on:
May 09, 2012, 02:51:49 pm »
just too prove I'm still working on this: here's a screenshot of the terain in the cretaceous period. The terrain can easily be made bigger because only a few tiles are loaded at the same time.
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My projects
- The Lost Survivors (Unreal Engine)
ACTIVE
[GameCommandoSquad main project]
- Oxo, with single-calc multiplayer and AI (axe)
RELEASED
(
screenshot
) (
topic
)
- An android version of oxo (java)
ACTIVE
- A 3D collision detection library (axe)
RELEASED!
(
topic
)(
screenshot
)(
more recent screenshot
)(
screenshot of it being used in a tilemapper
)
Spoiler
For
inactive
:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib)
ON HOLD
(
screenshot
)
- A java MORPG. (pc)
DEEP COMA
(
read more
)(
screenshot
)
- a minecraft game in axe
DEAD
(
source code available
)
- a 3D racing game (axe)
ON HOLD
(
outdated screenshot of asm version
)
This signature was last updated on 20/04/2015 and may be outdated
hellninjas
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Re: Back to cretaceous
«
Reply #68 on:
May 09, 2012, 02:53:43 pm »
I couldn't help but +1 this, it looks like it's going along nice Ben!
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Back to cretaceous
«
Reply #69 on:
May 09, 2012, 03:01:11 pm »
Looks very nice indeed. Glad it's still being worked on.
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ben_g
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Re: Back to cretaceous
«
Reply #70 on:
July 10, 2012, 10:43:34 am »
a screenshot of a test of the multiplayer system (currentely only chat):
«
Last Edit: July 10, 2012, 10:43:51 am by ben_g
»
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My projects
- The Lost Survivors (Unreal Engine)
ACTIVE
[GameCommandoSquad main project]
- Oxo, with single-calc multiplayer and AI (axe)
RELEASED
(
screenshot
) (
topic
)
- An android version of oxo (java)
ACTIVE
- A 3D collision detection library (axe)
RELEASED!
(
topic
)(
screenshot
)(
more recent screenshot
)(
screenshot of it being used in a tilemapper
)
Spoiler
For
inactive
:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib)
ON HOLD
(
screenshot
)
- A java MORPG. (pc)
DEEP COMA
(
read more
)(
screenshot
)
- a minecraft game in axe
DEAD
(
source code available
)
- a 3D racing game (axe)
ON HOLD
(
outdated screenshot of asm version
)
This signature was last updated on 20/04/2015 and may be outdated
TIfanx1999
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Re: Back to cretaceous
«
Reply #71 on:
July 10, 2012, 10:47:47 am »
Wow, this is actually coming along quite nicely!
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ben_g
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Re: Back to cretaceous
«
Reply #72 on:
July 10, 2012, 02:31:21 pm »
I just tested a slightely updated multiplayer system (you can now see each other (as white cylinders (placeholder))), with a friend who lives a few kilometers away, and it worked. This means that the next public demo will almost certainly be a multiplayer game.
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My projects
- The Lost Survivors (Unreal Engine)
ACTIVE
[GameCommandoSquad main project]
- Oxo, with single-calc multiplayer and AI (axe)
RELEASED
(
screenshot
) (
topic
)
- An android version of oxo (java)
ACTIVE
- A 3D collision detection library (axe)
RELEASED!
(
topic
)(
screenshot
)(
more recent screenshot
)(
screenshot of it being used in a tilemapper
)
Spoiler
For
inactive
:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib)
ON HOLD
(
screenshot
)
- A java MORPG. (pc)
DEEP COMA
(
read more
)(
screenshot
)
- a minecraft game in axe
DEAD
(
source code available
)
- a 3D racing game (axe)
ON HOLD
(
outdated screenshot of asm version
)
This signature was last updated on 20/04/2015 and may be outdated
ben_g
Hey cool I can set a custom title now :)
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Veteran (Next: 1337)
Posts: 1002
Rating: +125/-4
Asm noob
Re: Back to cretaceous
«
Reply #73 on:
October 14, 2012, 04:24:39 pm »
<necro>
This project had been on hold for quite a long time, but now I'm going to pick this one back up. I finally started adding some gameplay, and now it's possible to harvest leaves, sticks and logs from trees. You can't use them yet, but it's a start.
Here's a video to show how the current system works:
And as you see, the graphics are still pretty basic. I promise that I'll improve them after I've added most of the gameplay.
Currently, harvesting works by right-clicking the tree until it falls over. You need to have an axe in the inventory to do this. Then when it fell over, you can take the leaves by right-clicking the tree again (leaves will be food for herbivores in later versions) and you don't need an axe for it. For harvesting the sticks and the trunk, you need an axe or a saw. When the tree is fully harvested, a stump will appear and the tree will regenerate in approximately 35 seconds.
If you have a better idea of how to harvest resources, please post.
Logged
+2/-0 karm for this message
My projects
- The Lost Survivors (Unreal Engine)
ACTIVE
[GameCommandoSquad main project]
- Oxo, with single-calc multiplayer and AI (axe)
RELEASED
(
screenshot
) (
topic
)
- An android version of oxo (java)
ACTIVE
- A 3D collision detection library (axe)
RELEASED!
(
topic
)(
screenshot
)(
more recent screenshot
)(
screenshot of it being used in a tilemapper
)
Spoiler
For
inactive
:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib)
ON HOLD
(
screenshot
)
- A java MORPG. (pc)
DEEP COMA
(
read more
)(
screenshot
)
- a minecraft game in axe
DEAD
(
source code available
)
- a 3D racing game (axe)
ON HOLD
(
outdated screenshot of asm version
)
This signature was last updated on 20/04/2015 and may be outdated
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Back to cretaceous
«
Reply #74 on:
October 14, 2012, 07:40:29 pm »
The graphics seems to have improved a lot, though. They went from half-Life '90s style to more early Xbox 360 for grass and trees. Of course for the building and the car that's a different matter but I'm glad this is progressing again.
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