Angelwolf Posted September 28, 2017 Share Posted September 28, 2017 13 hours ago, Josh said: https://youtu.be/Ft5EjqPa5xw I will see what I can do about automating that. Awesome video! I have an idea for a new monster. Set the crawler material to be invisible, but still cast a shadow so all you see is his shadow, That's a pretty good idea! I might try that out 1 hour ago, Josh said: When I post that same link I get an automatic embed. I'm clueless as to why it isn't working for me. Perhaps there's a setting in the forum somewhere I've fiddled with at some point in time. Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
GorzenDev Posted September 28, 2017 Share Posted September 28, 2017 i feel nostalgic looking at this :D. get a huge quake/unreal vibe. Quote Link to comment Share on other sites More sharing options...
Core Posted September 30, 2017 Share Posted September 30, 2017 Looks cool! Quote Link to comment Share on other sites More sharing options...
Angelwolf Posted October 2, 2017 Share Posted October 2, 2017 Moar Quake! 6 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
burgelkat Posted October 3, 2017 Share Posted October 3, 2017 no one should look closer . I have created this by pictures with modifications myself in Blender. (Military Radio) 2 Quote Link to comment Share on other sites More sharing options...
aiaf Posted October 4, 2017 Share Posted October 4, 2017 Implemented a simple menu system throughout the game, helps much with usability and all the console commands still exist under the hood. Main menu: Components menu: 3 Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
gamecreator Posted October 21, 2017 Share Posted October 21, 2017 Redoing my platformer from scratch using my own "character controller." Ladders and moving platform are finished. Placeholder graphics. I did tile-based collision in my last project but this one uses rectangle collision so the ground can be any dimensions. Makes the process from Max to Leadwerks pretty smooth. 5 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted October 21, 2017 Share Posted October 21, 2017 Thanks. So far so good. No unexpected snags or other weirdness. Feels really good to be at this point. Quote Link to comment Share on other sites More sharing options...
burgelkat Posted October 24, 2017 Share Posted October 24, 2017 a phone booth i created in blender 3 Quote Link to comment Share on other sites More sharing options...
aiaf Posted November 20, 2017 Share Posted November 20, 2017 Some gameplay (building, resource transfer). test.mp4 Sorry i dont know how to embed this video. Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
101craft Posted December 8, 2017 Share Posted December 8, 2017 Upcoming Micro-Factions heraldic badges: Eagle-King & Swan-Prince Quote Link to comment Share on other sites More sharing options...
GSFC_1 Posted December 13, 2017 Share Posted December 13, 2017 HOLY ****!!! I LOVE M249 SAWS!!! I also want to try this game. Where can I insert money? Edit: It censored the word C rap? Quote Link to comment Share on other sites More sharing options...
101craft Posted December 13, 2017 Share Posted December 13, 2017 The Jackal - animated logo prototype. 1 Quote Link to comment Share on other sites More sharing options...
Core Posted December 18, 2017 Share Posted December 18, 2017 Finally, got it out of my head and made it "concrete", this is the ship where it all will happen, game "Celeste Incident", that is. My biggest and most complex model so far and I think it turned out ok. Now I have some frame of reference and atmosphere when thinking out the layout of my game levels. Space Exploration Vessel "SEV Celeste" Comako Heavy Industries Ltd. Lenght: 351.8m Width: 122.5m Height: 62.5m 4 Quote Link to comment Share on other sites More sharing options...
101craft Posted December 27, 2017 Share Posted December 27, 2017 I turned my game art into a papercraft model. 3 Quote Link to comment Share on other sites More sharing options...
Core Posted December 27, 2017 Share Posted December 27, 2017 How cool is that! 1 Quote Link to comment Share on other sites More sharing options...
101craft Posted January 13, 2018 Share Posted January 13, 2018 A Micro-Factions based promotional item "Good Indian Make Trade". 1 Quote Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Share Posted January 13, 2018 Creating props'n stuff. This device... well... does something very important. Looks good when rendered in cycles, though! 2 Quote Link to comment Share on other sites More sharing options...
Core Posted January 13, 2018 Share Posted January 13, 2018 Well, it does look cool ingame too! Not sure if this is the very first image inside my game (and not some test scene) here on the forums, it actually might be. And one of the very first images ever outside my computer. I've been very self critical and shy about my doings, but now I'm actually a bit proud of what I have accomplished. if you have determination, proper tools and kind, capable people to learn from (and time, of course) only sky is the limit . Year ago I was no where near the place I'm now, I think I might actually manage to create working game someday! I can't wait to be able to publish a working demo, but it is still a long way to go... 6 Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted January 15, 2018 Share Posted January 15, 2018 Coming to grips with Leadwerks GUI. Don't know how to implement it in game yet or how to action the events but at least I have something on screen 2 1 Quote Link to comment Share on other sites More sharing options...
GSFC_1 Posted January 15, 2018 Share Posted January 15, 2018 core, this looks great, you should bake in an AO map 1 Quote Link to comment Share on other sites More sharing options...
Core Posted January 15, 2018 Share Posted January 15, 2018 4 hours ago, GSFC_1 said: core, this looks great, you should bake in an AO map Thanks! I had to Google what is AO map . If I understood correctly, it bakes ambient light to the texture. Sounds cool, I will look in to this in the future. But does not ambient light (in scene root) do the same thing? I had it turned off actually when taking that screenshot. Quote Link to comment Share on other sites More sharing options...
Christian Clavet Posted January 15, 2018 Share Posted January 15, 2018 Hi, No this is called "Ambient Occlusion". This will make a "shadow" texture where there some parts that are naturally occlude themselves. This is calculated from light coming from all direction as it was coming from the ambient light. I use often a "skylight" in 3DS Max to simulate this. Here is a picture so you can see better what is a AO map: Some engines are using shaders to try to simulate this: SSAO (screen space ambient occlusion). I don't know if these shaders are available. If not you could bake if from your 3D modeling application. 1 1 Quote Link to comment Share on other sites More sharing options...
Core Posted January 15, 2018 Share Posted January 15, 2018 Ah, ok. Thanks for explaining. Very nice, but pretty advanced stuff, will look in to it at some point. I have more basic things to tackle in the meantime 1 Quote Link to comment Share on other sites More sharing options...
Christian Clavet Posted January 15, 2018 Share Posted January 15, 2018 Hi, Core! Seen that you use Blender. Found a tutorial Youtube on how to make them. Good work on your models they look really nice! 1 Quote Link to comment Share on other sites More sharing options...
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