Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Space game with no media

Author
Message
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 25th Jan 2006 18:25 Edited at: 28th Jan 2006 16:58
This is one of two projects I'm working on, and I'm not really sure where I'm going with it.
On projects I've started before, I created a complete design document and mockup screenshots and all that stuff, just to forget about the project later on. So here, I'm trying a different technique: DON'T PLAN ANYTHING!! CODE! CODE! CODE!
All textures used in the below images were randomly generated by the game on load-time. Later on I will probably have to add space-ships as external media because there probably isn't any way of generating cool random ships of doom. I'll lose some sleep over it before giving up on the "no media" rule though.
Without further ado, the important part of the post... SCREENIEZ!

Yesterday's (9:00pm) screenshot:
Planet textures are 256x256, lava looks horrible.
Today (1:30AM) screenshot:
Planet textures are 256x256, removed the lava.
Today (9:34AM) screenshot:
Increased textures to 1024x1024, added the lava again, and improved it A LOT. Also changed the colour of the sun so it looks more like it's on fire.
4th screenie:
water blends nicely into terrain which blends nicely into lava.

[new]
Working on motion blur and that nice glowy effect you see when something in the dark is hit by a bright light... bloom.
Initial experiments yeild either ugly or REALLY SLOW results.
5th screenie: Just messing with the wrong blur
6th: same as above
7th, 8th, 9th: Found a filter that brought out the light making things look much better, but it didn't add the cool glowy cloud aura around everything. Must keep trying.

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 25th Jan 2006 18:26
Image #2...

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 25th Jan 2006 18:27
#3... [i][/i]

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 25th Jan 2006 18:29
Now my favorite, #4.

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
blanky
20
Years of Service
User Offline
Joined: 3rd Aug 2004
Location: ./
Posted: 25th Jan 2006 19:19
Leet code potato head.

Nice solar system, where's the aliens? Planning on doing satellites around the Earth?

Support us! Click! Image! Visit! Site!
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 25th Jan 2006 19:50
potato head?

no aliens yet, will add that later. I am thinking about moons, rings, telecom satalites, whales and flower pots, etc.

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines
UFO
18
Years of Service
User Offline
Joined: 11th Oct 2005
Location:
Posted: 25th Jan 2006 22:33 Edited at: 25th Jan 2006 22:33
Quote: "whales and flower pots"



Looks really good!


Hippopotomonstrosesquippedaliophobia-Fear of long words
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 26th Jan 2006 12:58
thanks m8!

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines
Undercover Steve
19
Years of Service
User Offline
Joined: 6th Jun 2005
Location: Vancouver, Little Canada(Washington)
Posted: 26th Jan 2006 16:13
Which one holds the secret to life

We have fallen Into an abyss! Dear God captian! There all Bars.
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 28th Jan 2006 17:02
Image 5. Wrong ghosting is weird...

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 28th Jan 2006 17:04
#6[i][/i]

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 28th Jan 2006 17:07
#7[i][/i]

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 28th Jan 2006 17:15
#8

This one is starting to look good but not enough yet.

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 28th Jan 2006 17:47 Edited at: 28th Jan 2006 17:57
#9


WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments
TKF15H
21
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 28th Jan 2006 17:54
last one for now, until I get the effect I'm shooting for...

WarBasic Scripting engine for DarkBasicPro
DC emulator code size: 14.3MB, 553,214 lines

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-09-29 12:22:21
Your offset time is: 2024-09-29 12:22:21