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If you use a chinese company the quality will be sub par. I've done this two or three times. Two out of the three i could live with.
So the bottom line is if it requires any level of accuracy then forget about it. if you can live with the flaws then full steam ahead
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AGK / Re: Universal 1st/3rd person AGK framework(without physics)
« Last post by blinkok on Today at 03:26:26 AM »
It is the nature of shadows and what you see. The little bit of background that shows through in the first instance makes you think it's off the ground.
I bet if you coloured that in a image proggy you wouldn't notice the difference
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General Discussion / Re: Christmas plans - Ho ho ho
« Last post by MrmediamanX on Today at 03:18:52 AM »
moving with  QUICKNESS, working with a SLICKNESS, that's how I'll go about all doing CHRISTMAS. ;D
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Showcase / Re: Gia One - Uptioan Metropolis (Flightsim/Adventure)
« Last post by GaborD on Today at 12:00:12 AM »
take a look :
rd-stuff.fr/glow-with-pushedvertices-shapes-with-decreasing-alpha-201610071046.jpg
rd-stuff.fr/glow-with-pushedvertices-shapes-with-decreasing-alpha-surfacewelded-201610081046.jpg
rd-stuff.fr/glow-with-pushedvertices-shapes-with-decreasing-alpha-201611091141.jpg

Looks really great!
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Showcase / Re: Gia One - Uptioan Metropolis (Flightsim/Adventure)
« Last post by MagosDomina on December 10, 2018, 11:57:35 PM »
Quote
I like the pushed out geometry idea, could be a fun thing to try.
take a look :
rd-stuff.fr/glow-with-pushedvertices-shapes-with-decreasing-alpha-201610071046.jpg
rd-stuff.fr/glow-with-pushedvertices-shapes-with-decreasing-alpha-surfacewelded-201610081046.jpg
rd-stuff.fr/glow-with-pushedvertices-shapes-with-decreasing-alpha-201611091141.jpg

Wow RemiD that's perfect! I will try and implement that as soon as possible.
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General Discussion / Thoughts on using a Chinese company for Protoyping?
« Last post by MagosDomina on December 10, 2018, 11:36:05 PM »
I recently contacted the following company: https://www.3erp.com/

I have an idea for a simple project which would require milling a 3/16 inch piece of aluminum into something about the size of a gaming mousepad. This looks like a legitimate company but you would be amazed how professional these scam artists can be.

Years ago I promised myself I would never use a Chinese company again for anything. As I made a very costly mistake regarding manufacturing that I vowed to never repeat. To make a long story short I ended up with a broken machine, no documentation, and no support structure to fix my now very heavy paperweight.

What your guys thoughts? I do know from experience to never agree to escrow services that they offer. Instead provide your own escrows service with your terms and get them to commit. This will weed out 99% of scammers and protect you and your funds.
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Worklogs / Re: Bah, Humbug! Code a game comp 7 - November 4th 2018 to December 23rd 2018
« Last post by Derron on December 10, 2018, 10:37:53 PM »


Not really happy with the "controls" but they are done in only some minutes - maybe doing a kind of "real" compass looks better - and more colorful icons (suitcase + up/down arrows). Except for the textures all elements are vector based, so resizing is no problem (feather + ink, controls,  screws/nails, ...).
"score + Log + Input"-Font-shadow looks a bit odd as I tried to already create a shadow as if it was done by your game engine + code (black text 2 pixels down/right). If you used a proper bitmap font one could precreate the shadow already.

I moved the "room" some pixels down as I think the bottom part looks _way_ to big (the wooden parts occupy half the screen...).


Sound + music icons could move to either bottom right, or top right  ... or get hidden in a hamburger menu (these three lines you might know from your smartphone).
If "quit" just ends the game you could hide it in "windowed mode" or have a simple "power down"-icon on the top right when in full screen.

if "location" is important then it could receive its own decoration/background when position centered-top of the game.

"Safe" etc could get their own sprites too.



@ Logo / title screen
I could create some "festive" thing if you want (with transparency so you can put it on a background of your choice).


All in all I tried to keep my style similar to the "photoshop drop-shadow"-style of your artist.


Edit: I attached a transparend "interface overlay" (you draw your room "behind"). Of course the images could get splitted to draw "left, bottom, right, top" parts separately (if FPS go down with big textures).
Font I used is: "Joy for fun"
Url: https://www.dafont.com/joy-for-fun.font
As you see in the font preview it contains basic umlauts, so a German localization is possible :-)


bye
Ron
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AGK / Re: Universal 1st/3rd person AGK framework(without physics)
« Last post by RemiD on December 10, 2018, 09:54:11 PM »
maybe your collider is not the same size / radius than your debug mesh / renderer (to see the collider)

for me, in your 3 screenshots, the character floats above the ground...

try to put a grid texture on your ground, so that we can better see the difference
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AGK / Re: Universal 1st/3rd person AGK framework(without physics)
« Last post by Rick Nasher on December 10, 2018, 09:47:32 PM »
 ;D
@Qube: we still need a 'rofl'
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AGK / Re: Universal 1st/3rd person AGK framework(without physics)
« Last post by Madjack on December 10, 2018, 09:45:39 PM »
Besides that: did anybody notice Ray Kurzweil is seemingly getting younger?

You mean he's found a better brand of hair dye?
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