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Work in Progress / Exodos

Author
Message
Dimis
7
Years of Service
User Offline
Joined: 12th Jun 2011
Location: Athens, Hellas
Posted: 11th Feb 2017 20:37
Thank you Chris! I am a bit tired working on the same project for such a long time but i want to complete it.
Now to push things foreword i will upload a demo with 1-2 characters. I am interested to see how it performs on other machines. Altgough i did many improvements that increased performance, one of them was a change in how enhanced animations work, but after installing a later version of advanced lighting, that made possible the use of post filters, there is again a small performance loss, but it is not that bad. It only happens some times.
Stab in the Dark software
Valued Member
15
Years of Service
User Offline
Joined: 12th Dec 2002
Playing: Badges, I don't need no stinkin badges
Posted: 11th Feb 2017 22:05
Happy Birthday Dimis, Looking forward to testing the demo.
No cake emoticons oh well here is some
Because if I give you I am not sure you will finish the demo.LOL
The coffee is lovely dark and deep,and I have code to write before I sleep.
Chris Tate
DBPro Master
9
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 25th Mar 2017 13:01
How is this game coming along?
Dimis
7
Years of Service
User Offline
Joined: 12th Jun 2011
Location: Athens, Hellas
Posted: 29th Mar 2017 20:56
It has been the busiest time if the year and i haven't been updating this thread as i should have.

Thanks for the Stab, i wouldn't have handled without it.

About the game

Before releasing a new demo, i had a small "to do" list to take care of first, but that list increased significantly those last weeks. First of all, i had to fix a big flaw. There was an error in my logic that prevented the 2 vs 2 team fight work, although the 3 vs 3 mode was working. That has been fixed now. Another thing i wanted to improve was the control input. Now every character's button inputs are stored in a better way, so it is easier to do combos or connect special attacks during combos. Other things that were improved involved, animation speed effects, hit freezing, slowdowns, also AI behavior was improved, graphical changes, improved all character skins and specular maps, character models look more shiny and detailed.

Something that i will leave for later is the game's hud. Every power bar and other gauges and indicators are affected from the post processing effects and they are not very clear, so i will have to either use sprites again, or find a way to exclude them from post effects.

So now i want to do some more tests, to make sure that some bugs have been removed from gameplay, and i think that after this weekend i will upload a small demo with 2 characters and 1 background.
Ortu
DBPro Master
10
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 30th Mar 2017 04:48
Woohoo!
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Chris Tate
DBPro Master
9
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 31st Mar 2017 13:19
Quote: "so i will have to either use sprites again, or find a way to exclude them from post effects."


I would have excluded the 3D objects from post rendering by using camera masking; but because I do not use the Advanced Lighting plugin, I do not know how easy it would be for you to use the following masking solution:



Setting the object masking bits will cause the camera's to bypass drawing objects without their relative bit set to true for the object. The key is to understand how object masking affects the Advanced Lighting system, and what cameras are available for you to use for the UI.

You may also use Set Camera To Image for rendering the UI camera content to an image for pasting on the screen or for use as a sprite.

Personally, I use sprites and windows for most of my UI, just because it is best for my game.

Looking forward to seeing the demo.

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