Just Thinking Out Loud
#13 posted by czg on 2016/03/30 19:06:14
It could maybe be worth a try to run q1 qbsp with a larger -subdivide setting so it won't cut up surfaces so much, which could theoretically give a cleaner mesh. Light.exe will crash if you set it higher than default though, but that doesn't matter if you're only after extracting geo from it.
#14 posted by Kinn on 2016/03/30 19:28:11
Collision is another consideration. With a sufficiently low-poly and clean mesh you should be able to just duplicate it and use as the collision mesh.
#15 posted by khreathor on 2016/03/30 19:48:50
#8-12 - OBJ Export is very good idea. I'll take a look at this. Can items etc. be exported to OBJ too? If yes I guess it's exported as mesh object with some name. It could help with in-game items placement.
With such aliased image t-junction will be not a problem.
#10 - good point, I want to make free mouse look, but maybe it will be better to leave it to horizontal only. This way it should be clearer to navigate. We'll see when I get tech demo ready.
From my point of view sprites are harder to make ;) In 3D I just make one model with rig and animation, then I just modify or add elements and voila. With sprites you have too modify every frame of animation etc. Lots of work, but I guess for someone who's pixel artist it's a piece of cake, so if there is any pixel art master, feel free to join :)
#13 - thanks for a tip. I'll test it too.
#16 posted by khreathor on 2016/03/30 19:52:59
#14 - yeah, but I fed Unity with many weird meshes and It always worked without a problem. Anyway it's always better to work with nice meshes instead of some garbage, so atm I think obj (or ase) export is the best solution.
Kinn
Polygons, but yeah. Dunno about T-Junctions, but shared edges use the same vertices. Maybe that helps.
Khreathor
Brushes only.
Down With Devi Cancer
#19 posted by otp is right on 2016/03/30 20:11:13
Keep the tranny furry faggot's out of the quake 1 community !
109.163.234.8
Your address is a "recently reported forum spam source". Coincidence?
It's You
#21 posted by Kinn on 2016/03/30 20:16:00
#15
#22 posted by mankrip on 2016/03/30 22:01:04
Pre-rendered sprites are another option. Duke 3D used that, afaik.
#23 posted by khreathor on 2016/03/30 22:27:38
#22 - yeah pre-rendered is only option if I don't find talented pixel artist :D
Pixel Artist Here!
#24 posted by Christian Nordgren on 2016/03/31 13:30:06
Hi khreathor
I would be intrested in doing collab on your project!
Here is some pixelart work in my portfolio
https://www.artstation.com/artist/chrisnordgren
I also would like to mention that I am working as a Artist on Serious Sam's Bogus Detour
https://www.youtube.com/watch?v=K3AVjgIgtUE
I am very comfortable working with unity
(I scripted and made the art for this game: https://www.youtube.com/watch?v=6v_LbWv5GHc
If you are interested you can email me at nordgren@hotmail.com
#25 posted by Hipshot on 2016/04/04 15:39:32
I saw some "test"-pictures, I think it looks cool =)
#26 posted by khreathor on 2016/04/05 12:49:54
Thanks!
I hope to release first playable demo during the coming weekend. We (me and Christian) are working on core functionality and assets atm.
It works better than we thought :)
#27 posted by Hipshot on 2016/04/18 10:53:08
So, I tried it. Great game, a few things, maybe a little more air control AND, a little higher mouse sens =)
Looked really nice and played very well too otherwise, much better than the other FPSs that I tried that was made during the Jam.
#28 posted by anonymous user on 2016/04/18 12:54:01
Thanks very much! Chris did awesome job with visual part.
I'm just disappointed that there was no more time left, like 2-3 days, because enemies with guns are almost ready.
I'll fix few annoying bugs and post link to the game.
#29 posted by Christian Nordgren on 2016/04/19 23:19:09
That was some tense weeks but finally made it through and with us a pretty neat game!
Video: https://www.youtube.com/watch?v=8KWcy2fdnEQ
Game: https://itch.io/jam/lowrezjam2016/rate/62924
I was a bit skeptical making a 64x64 fps at first, mostly the limiting view of the game, but I am really proud of what we finally arrived with even thou we aimed higher!
Thanks for letting me part of this project khreathor! :)
#30 posted by mankrip on 2016/04/20 00:20:50
It turned out great. Congrats!
The 3D enemies also turned out better than I expected.
Deadlocked
looks great! :)
Update
#32 posted by khreathor on 2016/04/20 03:40:43
Thanks guys!
I've updated builds. Few patches and Mac/Linux builds.
I'll repost links again:
Here you can vote:
https://itch.io/jam/lowrezjam2016/rate/62924
Here is game's page:
https://khreathor.itch.io/deadlocked
(Can admin update first post to have links for the future readers?)
Thanks again to Chris for helping me in development :)
Now we are thinking what to do next. Probably leaving 64x64 resolution and moving to something a little bit higher is a next step ;) Anyway... I think we have a good start to make this baby even better.
Cheers!
This Is Awesome
#33 posted by killpixel on 2016/04/20 05:46:30
maybe the next one will be 16:9?
#34 posted by Spirit on 2016/04/20 11:53:10
ESC goes to menu, ESC again quits the game instead of leaving menu. Nooo!
Khreathor
How do you vote??
Very Cool
#36 posted by Rick on 2016/04/20 12:39:48
That looks far better than I ever imagined it could. Good job and congratulations.
#37 posted by khreathor on 2016/04/20 16:16:29
#33 - We're thinking about modifying it to proper aspect and resolution.
#34 - yeah, sorry for that, menu functionality was written on rush.
#35 - I'm afraid you have to be logged in.
#36 - thanks :)
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