01-21-2006, 09:33 AM | #61 | |
Hitch-Hiker
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Regards, DaSilva "If you don't get out of the box you've been raised in, you won't understand how much bigger the world is." - Angelina Jolie _ <Susan falls through the floor and gets stuck> <Paco looks at her blankly> "Whats wrong with you?! Lassy would of had a firetruck here by now!" - Susan Mayer, Desperate Housewives |
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01-21-2006, 09:35 AM | #62 |
Living with my love
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I think it looks absolutely fantastic, despite it´s small flaws..
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''My names George. It means... Well, its just a name'' George Stobbart-Broken Sword |
01-21-2006, 10:06 AM | #63 |
Senior Member
Join Date: Nov 2005
Posts: 273
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I think it looks great, though the size of Guybrush does seem off. I hope this will be taken as constructive, but if you look at the barrel on the right of the screen, you can see it's at the same level of depth as Guybrush. So, Guybrush is a little more than twice as tall as a barrel. Now, look at the barrel next the the door on the left. I woud wager that most barrels are about the same size. If you were to scale Guybrush down so that he's as tall as he should be next to that barrel, his head would still come up to the nose of that shark above the door. If you scale Guybrush to the right size for the door, then that barrel is just way too big.
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01-21-2006, 11:04 AM | #64 |
Adventure Game Elitist
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Maybe Guybrush has been marooned on Loompaland? Oh wait, they lived in trees...
Munchkin Village then?
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Currently Playing: Heroes of Might and Magic III: Armageddon's Blade Currently Reading: Guards! Guards! "El tiempo me enseñó que la miseria es culpa de los hombres miserables; que la justicia tarda y nunca llega pero es la pesadilla del culpable." - Lo Que El Tiempo Me Enseñó |
01-21-2006, 06:00 PM | #65 |
woof
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It could be that the distance between the 2 barrels is longer than we are led to beleive, it could be a mile off for all we know.
And maybe the barrel in the distance is just a really big barrel, bigger than the average barrel. You never know
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01-22-2006, 05:01 AM | #66 | ||
El Luchador
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One thing bothering me in the screenshot is Guybrush's shadow on the ground. Just seems such a waste to include a 3D model, and not let it cast shadows in the right direction in accordance to the background.
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01-25-2006, 11:27 AM | #67 |
Citizen of Bizarro World
Join Date: Mar 2004
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Well, I don't think it'll be a real-time rendered 3d model in the game. Probably 2d pre-rendered. In which case you can't really expect real-time shadows. And even if it was a 3d model, making his shadows interact with a 2d environment (such as propping a shadow against a wall) would be a pain, unless you wanted to have a 3d model of the scene underneath the 2d picture, at which point you should probably go with full 3d anyway...
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By no rocket’s blue shade am no shells dead down there, Gave no proof all day long that the flag was unwhere! No say does am spar-strangled shroud hang limply! Under land of no free! Am us home coward-leeee! ~Excerpt from the Bizarro Anthem |
01-25-2006, 12:19 PM | #68 | ||
El Luchador
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Use Verb On Noun - Adventure game inspired illustrations |
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01-25-2006, 12:41 PM | #69 |
Hitch-Hiker
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And every other adventure game has real time shadows?
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Regards, DaSilva "If you don't get out of the box you've been raised in, you won't understand how much bigger the world is." - Angelina Jolie _ <Susan falls through the floor and gets stuck> <Paco looks at her blankly> "Whats wrong with you?! Lassy would of had a firetruck here by now!" - Susan Mayer, Desperate Housewives |
01-27-2006, 03:13 PM | #70 |
woof
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you wouldnt have to make the whole scene 3d for the shadows would you? couldnt you just have a light source that didnt interact with the background since they are already drawn in by hand?
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01-29-2006, 04:34 AM | #71 | |
El Luchador
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Use Verb On Noun - Adventure game inspired illustrations |
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01-29-2006, 12:48 PM | #72 | |
Citizen of Bizarro World
Join Date: Mar 2004
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By no rocket’s blue shade am no shells dead down there, Gave no proof all day long that the flag was unwhere! No say does am spar-strangled shroud hang limply! Under land of no free! Am us home coward-leeee! ~Excerpt from the Bizarro Anthem |
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01-29-2006, 12:54 PM | #73 |
Citizen of Bizarro World
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In either case, it seems to me like this whole theoretical approach to lighting and shadows that we're discussing, as implemented in a 2.5D adventure, is the way Vampyre Story's gonna go.
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By no rocket’s blue shade am no shells dead down there, Gave no proof all day long that the flag was unwhere! No say does am spar-strangled shroud hang limply! Under land of no free! Am us home coward-leeee! ~Excerpt from the Bizarro Anthem |
02-18-2006, 05:31 PM | #74 |
Junior Member
Join Date: Feb 2006
Posts: 4
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Do you need and enviroment modelers, I'm pretty good at making levels and things like that.
Josiah Duff |
02-21-2006, 01:05 PM | #75 |
True blue adventurer
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Buena suerte
Quisiera desearles mucha suerte en el desarrollo de su juego. Espero que LucasArts lo permita.
For those of you who don't speak Spanish, I said, "I'd like to wish you much luck in the development of your game. I hope LucasArts allows it." I'm fluent in Spanish; majored in it in college. Just wanted to be a welcoming voice so to speak. |
05-17-2006, 07:54 AM | #76 |
woof
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I wonder how this progect is going. Theres hasnt been any updates since the end of january so theres nothing saying if its still going or if its been canceled
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05-28-2006, 01:28 AM | #77 |
Junior Member
Join Date: Jul 2005
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The game ISN'T cancelled Karmillo; and it's still in development. Unfortunately, we recently had a down in the team (3D Modelling) so we're forced to delay the release of the demo.
Anyway, keep following the project; will be new features soon! |
05-28-2006, 10:56 AM | #78 |
woof
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Good to know its still going
I still wanna see more cowbell though
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"I've got nothing to lose! Except for...well everything." |
05-28-2006, 01:13 PM | #79 | |
Schattenjäger
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05-28-2006, 01:51 PM | #80 | |
Kung Fu Code Poet
Join Date: Mar 2006
Location: South Africa
Posts: 701
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The upcoming version of Codeweavers' Crossover Office product will also have DirectX support with a focus on running games, as well as a MacIntel version. We have been having some very early chats with them about possibly adding Linux and MacIntel installers on the final release CD. And while running programs atop an abstraction layer is not "native" per se, the performance is great. I actually got a much higher frame rate with Morrowind under Linux/Winex than running it natvely under Windows, even with all the water-effects on. Agreed on some points though... DX is very single platform, and developing for APIs like SDL or Crystalspace is ultimately the best way to do cross-platform development. For info about running WME games on Linux: http://forum.dead-code.org/index.php?topic=619.0 |
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