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NaGaCreMo / Unnamed 3D Space-y Shooter-y [2016]

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unlikely
5
Years of Service
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Joined: 5th Mar 2012
Location: Ohio, USA
Posted: 2nd Jan 2016 16:52 Edited at: 3rd Jan 2016 03:37
Day 1

This is the start of my NaGaCreMo demo for 2016.

So, I managed to work for an hour on the first day. I remembered / discovered:
1. I am pretty bad at 3D art.
2. I am really out of practice at 3D coding.
3. I have detemined a workable art toolchain for this project.
4. I am going to go for a colorful, low-poly look.

This is where things stand (a rotating back and forth player ship and camera.)
Using AppGameKit v2 T1 + T2
Systems: Primary: Mac OS X 10.10
Secondary: Windows 7

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Crazy Programmer
AGK Developer
12
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 2nd Jan 2016 17:22
Keep up the work

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unlikely
5
Years of Service
User Offline
Joined: 5th Mar 2012
Location: Ohio, USA
Posted: 3rd Jan 2016 03:30 Edited at: 3rd Jan 2016 03:38
Day 2:

Again, didn't work a lot on this today. I did, however, spend some time refining the "low-poly" look and figuring out my toolchain to achieve that.

Here it is in movement (low quality gif):
Using AppGameKit v2 T1 + T2
Systems: Primary: Mac OS X 10.10
Secondary: Windows 7

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Yodaman Jer
User Banned
Posted: 3rd Jan 2016 15:40
Very nice! I quite like the look you're going for!

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SoftMotion3D
AGK Developer
11
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 8th Jan 2016 01:08
hey those graphics look very smooth compared to mine. i can't draw 3d at all so i just try to work with blocks
any kind of replica space shooter theme that your going for?

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mrradd
2
Years of Service
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Joined: 24th Feb 2015
Location: CA, USA
Posted: 8th Jan 2016 19:51
Reminds me of Starfox for SNES. Good times.
unlikely
5
Years of Service
User Offline
Joined: 5th Mar 2012
Location: Ohio, USA
Posted: 8th Jan 2016 22:36 Edited at: 8th Jan 2016 22:41
Thanks for the comments guys!

Work has really eaten into my availability the past few days, but I have worked some on enemy flying and spawning logic. Also, it takes more time than I anticipated to create the low poly style. It's important exactly where the polygons are for it to look right--not just the overall shape... Still a lot faster for the texturing. I'm just using a single "pallet texture" for all of the models and moving UV islands to color each part appropriately.

@SoftMotion3D
Basically Galaga-type vertical shooter, I think. I actually have an ooold 3D space shooter in mind when I think of the gameplay and such, but I can't for the life of me remember what the name was (and therefore cannot find it again.)

@mrradd
Oh yeeeeah... Star Fox64 3D and Star Fox are some of my favorite games of all time. You could say the graphics are inspired by them.
Using AppGameKit v2 T1 + T2
Systems: Primary: Windows 10
Secondary: Mac OS X 10.10
SoftMotion3D
AGK Developer
11
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Jan 2016 01:56
Quote: "@SoftMotion3D
Basically Galaga-type vertical shooter, I think. I actually have an ooold 3D space shooter in mind when I think of the gameplay and such, but I can't for the life of me remember what the name was (and therefore cannot find it again.)
"


Well galaga was an awesome classic!
uv wrapping with software has always been a pain for me. I had to make a few tools to make that easier. One cool thing about agk is that if your model pieces are separate, then you can just change the models color. I try to make all my characters to use the same texture lately. That texture consists of 256 colors and works perfect for voxel type graphics. That way i dont need to draw a tun of images.

I like what you have so far! cant wait to see more!

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