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post pics of your game on here

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I thought it might be cool if people who didn''t mind others seeingtheir game would post urls for their websites or pics of their games or info, I think it would be cool and motivating to see other stuff. mines at www.geocities.com/kenjinalex pretty humble though

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Guest Anonymous Poster
Can''t make much sense of those images. And they only show model preview in MS3D.

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Yeah, its been awhile since I updated it.
I''m working on a plane game now. I used the 3ds model loader
and for some reason at certain angles when the models
move you see all this weird flashing on wings like its shimmering. I used the gamingtutorials 3ds model loader thing
anyone ever run into this. It doesn''t have this problem
in the nehe modelloader of md2 files though.
I''ll put up more pics soon

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M3d10n: That's really good looking , no chance of a demo ?

My turn now

http://projectfy.fysoftware.com/media/

some shots there., it's for a fps\rpg

[edited by - Bruno on March 27, 2003 7:01:18 PM]

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Bruno: Looks good! The models/worlds look very nice! Did you make them or get them from somewhere?

I would post an image of my game, but it isn''t really worth seeing at the time bieng...

Dwiel

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Very nice Bruno, it looks damn good.

Sorry, but I''d like to ovelve the game a bit more before distributing beta demos. While the basic gameplay is working very nice, with all weapons virtually done, only lacking damage adjustement, right now we only have ONE enemy, that doesn''t fire and comes randomly, without any pattern, because I need to finish lotsa things before actually being able to properly map the enemies.

I could map the enemies and events in a hackish way... but we want to set beyond most low-profile/homebrew/indy shoot''em''up and actually have a decent enemy mapping that makes some sense, is not cheaply hard (the player always has more than one escape route) and makes the game fun to play.

To do so I need to finish the visual level mapping editor, where I can choose when and where enemies will come from, what actions they''ll perform, how long each area of the level will loop, and when cutscenes will begin playing. All that with some sort of timeline and a small window where I can see how the level is going on, and where I can start playing from any point in the timeline. With that we''ll be able to do fine tuning in the level mapping, sensuring a better (or so we hope) gameplay.

Whenever we get the first level up and running as it should be, we''ll distribute it as a demo.

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Die verbotene Welt (The forbidden World), a real-time strategy game:

http://www.sechsta-sinn.de/_projekte/_dvw/gfx/dvw01.jpg
http://www.sechsta-sinn.de/_projekte/_dvw/gfx/dvw02.jpg
http://www.sechsta-sinn.de/_projekte/_dvw/gfx/dvw03.jpg
http://www.sechsta-sinn.de/_projekte/_dvw/gfx/dvw04.jpg

Check out sechsta-sinn.com for an English project description.

Regards
Matt

Lead programmer at sechsta sinn
http://www.sechsta-sinn.com

[edited by - matthias6S on March 27, 2003 8:24:47 PM]

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Tazzel3D :
The map\models is al original content made by me and the other team members..

pixelat3d: superb physics I tested the demo and it runs really great, i had no ideia ODE was able to perform so well and fast.., congratulations, it''s a kick-ass game, you just need some more levels and some more diferent cars, more high-poly ones.

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There is some good stuff on here! I love threads like this.
Here''s my offering. Ignore the beta release date for GAF, that was ultra-optimism taking over when I re-made the site recently

We''re in desperate need of an artist (or ten) so everything on there is my quick programmer art, just to have something to work with. We''ve just had a new guy join up with us over the last couple of days so hopefully things will get better.

Keep up the good work guys!

- Matt

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Damn it guys! I''ve lost my jaw on the floor somewhere..

Anyway, here''s my lot of screenies, far from the quality of most of the other posts..but the code looks nice (promise! )

Demo shot #1
Demo shot #2
Demo in debug mode

I''m going to blame the lack of visual candy on that this is an early alpha.


-Luctus
Codito, Ergo Sum (Courtesy of ThinkGeek)

[Mail][DreggSoft]

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Hey Gibbler,
How did you do collision detection so the car
doesn''t fall through the ground and how did you do it
so it can knock over logs so interactively. Did you
use bounding volumes or those octrees''?
-Kenjin

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