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Something different from me (WARNING! IMAGE INTENSIVE)
#61
just a suggestion, maybe your new bitmapped font your making a black border? it'd help make your font stand out...

wow, outdoors looks great so far! for some reason, the tree reminded me of sword of mana...

oh, are you going to put in shading? you know, the farther you are from something, the darker it is? just a thought.

i can't remember where it was, or what exactly you said, but it was something about how your engine was the most advanced besides nebula engine... correct me if i'm wrong, but it looked like MUX was a fairly complex (and complete) raycaster.
Jumping Jahoolipers!
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#62
Quote:just a suggestion, maybe your new bitmapped font your making a black border? it'd help make your font stand out...
Good idea. Big Grin

Quote:wow, outdoors looks great so far! for some reason, the tree reminded me of sword of mana...
No one seems to agree on the outdoors scenes. Big Grin

Quote:oh, are you going to put in shading? you know, the farther you are from something, the darker it is? just a thought.
Not for the outdoors. The indoors scenes already do this though.

Quote:i can't remember where it was, or what exactly you said, but it was something about how your engine was the most advanced besides nebula engine... correct me if i'm wrong, but it looked like MUX was a fairly complex (and complete) raycaster.
I don't recall using the phrase "most advanced". I have played MUX...for a few seconds. It was so ungodly slow that I couldn't stand it. Sad In addition, it was quite...bland. The font was hard to read, and it was just another "I got a pistol and I'm going to kill people" type of game, which became a tired formula for me after Quake II. I also don't remember being able to look up and down in MUX, and I didn't get to play long enough to see if it actually supported projectiles from the player (I assume it did, considering the enemies had projectiles, even though they couldn't aim for anything). While it may have been very technically sound, the game itself suffered tremendously. (I also couldn't get music to work, it requires way too much conventional memory...I have 568K free and it wasn't enough).

Nebula II was the main reason I decided to resurrect this project. I had tried this before by attempting to build off of Andre LaMothe's Warlock engine but it is VERY outdated and riddled with flaws and inconsistencies. So when I saw that someone was still using RTe, I decided to give it a try. I was so impressed with Nebula II that my interest in the project was resparked...and the rest is history. Big Grin
I'd knock on wood, but my desk is particle board.
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#63
I'm looking forward, its been a long time since i played a GOOD 3d game, why is it only the qmunity make good games nowadays?
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#64
Maybe for the same reason why indie games are preferred over commercial games nowadays...the indie developer is more focused on making a game, and the commercial developer is more focused on making money. QB has nothing but indie developers. Smile
I'd knock on wood, but my desk is particle board.
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#65
I was just thinking... why does nobody use real photo-sampled textures in games these days?? The only game I can think of was castle wolf, which used real textures.
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