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jonathon99

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  1.   Hello all,    I want to introduce my latest project called "Dead Sky" and get your honest feedback. The project was made by two people, myself and my partner Ryan. We created this project because we enjoyed the Alien Swarm series and wanted to make a fun and retro style top-down survival shooter with co-op that you could just jump in, have a good time, and jump out. I started the project with very primitive shooter mechanics and kept adding to it. Anyway, below is the overview and some media from our Halloween event.   http://www.youtube.com/watch?v=MF8yQvvrKEA (Halloween Teaser) http://www.youtube.com/watch?v=eW-EzyTLfTM  (Co-op footage)   Dead Sky takes place admist the chaos of a mysterious viral outbreak, where you will fight tooth-and-nail through hordes of creatures in order to escape the epidemic and find a safe haven. At it's core, Dead Sky is an action-packed survival shooter that ties in several strategic tower defense elements. The gameplay consists of a mix between defending objectives and creating paths through contaminated territory by using a variety of powerful weapons, structures, upgrades, and power-ups at your disposal. Fight your way through a variety of environments, where you will encounter powerful and mutated creatures that require strategy and quick reflexes to defeat.           We would love to hear your feedback and welcome all comments.   Cheers, Jonathon
  2. I wanted to show some early footage and some screenshots from the alpha build of Dead Sky, a survival zombie/tower defense hybrid. This game features a full story campaign that involves two guys trying to escape the unrelenting onslaught of the undead. Fight your way through sewers, subways, farms, forests, city streets and islands to discover the true story behind the virus. Each zombie/mutant you kill has a chance to drop "Scrap Metal" which you can use at the workbench to build fences, turrets, traps such as mines, bear traps, etc. The zombies also have a chance to drop power ups that can increase your run speed, give you double damage for a few seconds and etc. There are a number of unique weapons as well. Two player online co-op is also supported. However, we are talking about supporting up to 4 players. In multiplayer, the players try to survive as long as they can by helping each other with setting traps/ambushes and other defensive structures to get you through the night.   There are several types of unique zombies/mutants and bosses in Dead Sky that will keep the gameplay interesting. Giant man-eating worms that tunnel underground, eyeballs that shoot laser beams and use zombies for corpse-shields, mutants that spit acid, mutants that stretch their arms to grab and pull you to them. Fireman zombies which are immuned to fire and Swat zombies that are immuned to bullets.   This project has been in development for about two months by a team of two. I am coming here just to get some general feedback but keep in mind this is early footage so feel free to share your opinions.   Trailer: http://www.youtube.com/watch?v=qHbsTOnSRmU WIP Website: http://www.shoreboundstudios.com/deadsky/           I hope you guys like what we've done so far and look forward to hearing what you have to say.   Thanks, Jonathon
  3. We are a small indie studio with virtually no audience and we're trying to reach out to viewers. We've been working on a tactical RPG named Shadow Remnants for PC and have recently added it to Kick Starter to raise the funding we need to finish it. We feel it targets a niche market and has so far been well received. Please support us! We need your help! [url="http://www.kickstarter.com/projects/shoreboundstudios/shadow-remnants"]http://www.kickstart...shadow-remnants[/url] [img]http://www.shadowremnants.com/images/poster_sm.jpg[/img]
  4. I still haven't really been able to pinpoint what exactly is causing the inconsistencies but it doesn't seem to have much to do with everything we've discussed here. It's quite puzzling.
  5. [quote name='Arkhyl' timestamp='1341134366' post='4954468'] [quote name='jonathon99' timestamp='1341098916' post='4954398'] glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR ); [/quote] You can only set mag filter to GL_LINEAR or GL_NEAREST. Also, for your alpha func, the equivalent OpenGL to D3DCMP_GREATEQUAL is GL_GEQUAL. [/quote] I ended up changing it to GL_GEQUAL and GL_LINEAR for the MAG [quote name='mhagain' timestamp='1341141498' post='4954494'] Also this is going to reduce the effectiveness of your mipmapping:[code]glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);[/code] [/quote] The textures look extremely blurry when I take out that line of code. I appreciate all the help so far but it seems even with mipmapping disabled entirely, I'm still getting thicker fog in OpenGL as well as lower quality fog texturing. I realize this could be many different reasons so I'm going to pull an all nighter trying to investigate. I appreciate everyone's help so far!
  6. Still having an issue with the fog.. I'm not using shaders. This was entirely written in OpenGL 1.1
  7. [size="2"]glAlphaFunc(GL_GEQUAL,0.667f);[/size] [size="2"]Getting the same result. I think maybe it has something to do with my billboard system for the fog perhaps but even if that was the case, the texture quality seems a bit lower for some reason.[/size]
  8. I have a couple issues with inconsistencies between OpenGL and DirectX. I wrote my editor and other tools in DirectX and the game itself is in OpenGL (for easy porting). I've noticed differences between the texture filtering/quality, thickness of the fog, coloring and other issues. All the settings (color, fog intensity/amount, etc are identical between the two). I've made sure I'm running most of the same settings or as close as I could get them, however, my OpenGL experience is limited. If anyone can spot something that I may be overlooking please feel free to comment. It will be greatly appreciated! // Comparison screenshots with and without fog, the top image in the screenshots are in DirectX the other is OpenGL [url="http://www.moonlightminions.com/problem/nofog.jpg"][img]http://www.moonlightminions.com/problem/nofog_sm.jpg[/img][/url] [url="http://www.moonlightminions.com/problem/fog.jpg"][img]http://www.moonlightminions.com/problem/fog_sm.jpg[/img][/url] You can see that in the top image (DirectX) are much better and the desired look. Does anyone have any idea why this is happening? Here is my code for most of the generic rendering states. [size=2]//DirectX Texture Filtering[/size] [size=2]Device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);[/size] [size=2]Device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);[/size] [size=2]Device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);[/size] [size=2]//OpenGL Texture Filtering[/size] [size=2][size=2]glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );[/size][/size] [size=2][size=2]glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR );[/size][/size] [size=2][size=2]glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);[/size][/size] [size=2][size=2]//DirectX Alpha Settings[/size][/size] [size=2][size=2][size=2]Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);[/size][/size][/size] [size=2][size=2][size=2]Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);[/size][/size][/size] [size=2][size=2][size=2]//OpenGL Alpha Settings[/size][/size][/size] [size=2][size=2][size=2][size=2]glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);[/size][/size][/size][/size] [size=2][size=2][size=2][size=2]//DirectX Alpha Test Settings[/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHAREF , (DWORD)0xAA );[/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );[/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );[/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2]//OpenGL Alpha Test Settings[/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2][size=2]glAlphaFunc(GL_GREATER,0.1f);[/size][/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2]//DirectX Z Function[/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); [/size][/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2][size=2]//OpenGL Z Function[/size][/size][/size][/size][/size][/size][/size] [size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]glDepthFunc(GL_LEQUAL); [/size][/size][/size][/size][/size][/size][/size][/size]