RADNEN'S PROFILE

I like to make video games, especially action RPG's.

I make games slowly. Call me slow. But quality is always better than quantity!

Moo.

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Lets Talk 3dMAX

3D max is very hard to master, but the results are well worth it. Professional renderings can take a whole slew of info to perfect, because rending a single scene takes almost as much time as building it.

I would know, my brother who is quite good at this stuff will take ages to just render a single scene.

What's your white whale?

A nice piece of ass.

...

Can't get a good slice of Angus this side of the Mississippi.

Edit: I know how these comments are being posted twice. If you tap the mouse button twice really quickly on the reply button, it will send two requests to the server to post the message. Someone should rewrite the code to stop it and make it send only one. Or add a timer so that one can be sent once every 300 millisecond buffer (thus stopping a double/triple tap from happening).

Standing in the wind

I'd have something lower -- below the belt also flapping in the wind. But thats just me.

Hello, now that there is an intro section

author=kentona
Beaker is around sometimes.


And SDHawk, but he's using ika now... If Ika is even around. I heard WIP has stopped working on the editor for Ika. :(

Anyways, welcome Eggbertx. I figured you'd arrive by horse.

standard "hello" topic

Oh, didn't see this, new board and all...

Anyways, welcome!

Kinda awkward that someone who really loves mathematics and programming is still faithful to some kind of religion. My faith has been slipping lately.... Don't know if thats a good or bad thing. I'll try to let a computer program dictate the answer to that...

D'oh, it gave me. "21" :/

Adding visual upgrades.

Well, both ideas will have the same amount of graphics work. Neither of them saves me time in that department. Doing both however is not what I want, because its either or, but not both because both would take too much work.

Anyways, having users draw their own in-game graphics would indeed seem out of place... But maybe not necessarily. Its about how its done. If I gave free drawing reign then it'd be more of a scribble game. But if there are presets that you can pick and choose and make "stamps" from then it'd feel like you're designing your own space ship, which could very well work into the game as planned.

By doing the stamp method I think I'll be saving time on drawing graphics while adding numerous customization options, all while not looking like penis shaped wings or bullets. :) The idea is you could select from preset wings, bodies, thrusters, cockpits, etc, and stamp them into a final ship image - perhaps based on the components you find from exploring.

Also I know gameplay must come before graphics, but that is strictly not what I'm talking about. Save that for another topic, but thanks for the reminder.

Adding visual upgrades.

I guess if I add the ability for players to draw their own upgrades under point 1, then I'm sure it'd be a no brainer.

Would you guys care if you can draw your own upgrades (wings, body, bullets, etc)? Or do you guys fear that poor drawing skills can make the experience detrimental? Also, know that you would be modifying a base image, so you wouldn't be left with a blank slate to make your ship from.

Adding visual upgrades.

So, I am making a space game called StarFront (interested go to my user page). Anyways, I'm on the fence with one issue:

There will be upgrades purchasable in the game.

1. Should upgrades be visible on the ship, but make less ships purchasable. (So, not many varieties of ships, but major upgrades can be seen on your ship graphically).

2. Major upgrades are equipped like normal, but your ship doesn't change appearance. Yet, there are more to choose from. (Many varieties, but no visuals).

The benefit of point 1 is that you can make your ship look however you want. In Sphere this is easier to manage, unlike RM I don't have to swap out spritesets/charsets or employ tricks to do this. You become a 'paper doll' of upgrades.

The benefit of point 2 is more and interesting looking ships.

So what do you guys think. I'd like to do both, but I'm ls trying to limit the art because I don't have a crack team of artists.

The projects we regret

I regret making my very first jump game. I could knock it off as a learning experience, but its quite dreadful I had wanted people to go and actually play it.

I also regret the first Blockman game I made, its combat system was far too much to be desired for.

After those projects I ended up refining my method and learning ,any new techniques, and now I hpoe to come back better than ever. 5 years in the making.

Dead Island

I don't think a pre-pre-pre-release game trailer would show unique and individualized, fully rendered gameplay moments. Thats a tall order. I think the movie was great at setting the tone, the location, and the idea (its a zombie game).

The market may be only minusculy saturated with zombie games, and zombie DLC's, but none of them have been on an island resort or tagged with RPG elements.

Here's hoping for something different.