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OddGames development journal



Scripting

Posted by O-san, 13 April 2008 · 89 views

Lua
Oh how I love scripting! I’m pretty new to lua but I can already see what it will do for my project. I have just finished writing a piece of code that moves my character below around using fixed C functions and lua scripting. I can have him patrolling three waypoints with a simple move-to function, like this:

luaGetObjectPos(24469)

if pos ==83 and...


Untitled

Posted by O-san, 10 April 2008 · 91 views

Animation
Here is the walk cycle I mentioned in the previous entry. I haven’t been animating anything for quite a while so this has been quite an exercise. Hope you like the pixel work that has been put into this. The animation is eight frames long.

Now I just need to paint the remaining 7 directions.


New stuff

Posted by O-san, 10 April 2008 · 144 views

Characters
Sorry that I haven't been updating my journal lately. I've just been to busy on other things. Anyway, I've started fleshing out the actor/NPC design a little bit more. I have been tossing and turning whether to make a separate character editor or to incorporate a simple editor into the existing map editor. I came to the conclusion that it...


Renderings

Posted by O-san, 23 February 2008 · 140 views

Hello!

I’ve begun working on a human male model that is to be used in the game. The model is not complete yet and it is intended to be used a generic model from witch I can derive other male models from by some customization. It was quite some time since I last modeled something in 3D but I think I still got the hang of it.


I have also drawn a...


Shadow mapping!!

Posted by O-san, 06 February 2008 · 100 views

Hello again!

I've just completed my shadow mapping algorithm. I ripped it out from one of my previous abandoned projects and incorporated it into the editor; and to my surprise it works without any hitch :-) I posted a fancy screenshot to show you some shadows in action. The shadows aren’t super accurate because the underlying geometry isn’t super...






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