Polymaniacs - screenshots
Community Forums/Graphic Chat/Polymaniacs - screenshots
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Nothing special really. I recently implemented a proper colour banding sky effect and just finished a really simple function which converts my levels to snow covered. This is just one of the environment settings which has very low friction - so it's hard to control but good fun to play. I think it looks quite good ( perhaps I'm blinkered ) so I'd be interested in what others think? Night + Snow + Mild |
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Steve G. : I love this game (I am still playing your previous demos) When we will be able to play with it? |
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Steve G. : I love this game (I am still playing your previous demos) When we will be able to play with it? Man, I've just noticed that the last demo was over a year and half ago!!! Although I really haven't had much time to devote to it until recently, I'll need to get my finger out and get another demo out!! Maybe a couple of weeks - no promises though. Cheers Stevie |
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I like the night-time picture. I've put it on my bedroom wall. |
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Looks awesome man... I love the night time stuff too. It's got a real nice style to it! I hope you manage to get some good gameplay. The physics for me is half of the gameplay :o) Something like mario kart, just the general idea of racing. Maybe capture the flag, Gran Prix racing round a track... etc etc. Gotta love it :o) Keep up the good work. |
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wow, that looks great stevie! i have a question, how do you get the lights on the cars to look loke they are glowing in the night scenes? do you just set their entityfx to full bright? |
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It's really good looking. If only it could have shadows :o But I tried to have shadows on my own maps and it's hard to make your own models generated and compatible with any stencil shadow system. Good Luck Stevie G !!! |
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wow, that looks great stevie! i have a question, how do you get the lights on the cars to look loke they are glowing in the night scenes? do you just set their entityfx to full bright? Yes, all the lights are a separate mesh and I just set fx to (1+2) and blend to additive when it's dark. @ _33 , It's got textured animated shadows ( I can't make them any better or faster I'm afraid ). Stencils are far too slow and since noone had made a decent system yet I can't use them. |
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Looks really nice and fun. Reminds me a bit of Zeewolf on the Amiga. |
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Like the style :) it reminds me of Big Red Racing. |
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cool |
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Looks insanely cool !! We really need a demo... :-) |
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The sky in the still shots looks like it is a dome .. very small dome surrounding the landscape fitting it very tightly. Ie, can see the curviture too much. As always this game looks fandabidozie though. Your gonna get alot of interest in this game once you release! |
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looks really nice. pastel colours are in this season:) |
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demo? please? |
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DemoDemoDemoDemo! :-) |
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bellissimo. |
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Thanks. I hope to get a demo soon. Here's a couple of screenies of the new landscape generator .. [removed] |
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Personally I prefer the non generated level because of the way the water is spread across it. But it seems to be pretty close! |
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Which non-generated level do you mean _33? I can change all the 8x8 heightmap control points, so can pretty much manually create any landscape. |
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Maybe it's me but I find there are too many puddles of water on the generated maps. But I have no idea about how that plays. I like big surfaces of water. Thumbs up for the control point grid that you figured out. Are you using bezier curves? |
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Maybe it's me but I find there are too many puddles of water on the generated maps. But I have no idea about how that plays. I like big surfaces of water. Thumbs up for the control point grid that you figured out. Are you using bezier curves? The puddles are a result of some control points being below water level. You can adjust this to make specific water areas. Yes, I use bezier patches to build the landscape. [removed] |
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Pretty good, flexible level designing tool you got there. So will you be able to click and drop some props here and there like bridges, statues, trees? |
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So will you be able to click and drop some props here and there like bridges, statues, trees? Yeah. I have alot more meshes to create but that's the idea. [removed] |
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have you tried with more than 8x8? like say 16x16 or 32x32? I imagine you could do some impressive terrain with that! Looking very good! |
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have you tried with more than 8x8? like say 16x16 or 32x32? I imagine you could do some impressive terrain with that! Thanks. I have tried it but as it's a single surface terrain mesh, anything above 15x15 breaches the poly's / vertices per surface limits so has to be split up. 8x8 control points work out at around 8000 polys. This isn't really a big deal but for my purposes I don't want huge landscapes. I think they're just big enough to allow variety, let you to get from one end to the other reasonably quickly and to ensure fast collision detection. |
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Daymn. |
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There is great potential here for a children's game. The player can drive around looking for the numbers 1 through 10 in order or the letters to vocabulary words or whatever. The deep lake variation wouldn't be too useful unless you have boats and submarines (yellow submarines?). Keep up the good work Stevie! |
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Well there are boats / hovercrafts and sharks atm. I never planned to make this for kids but most folk I've spoken to say their kids love it. I've no plans for implementing any learning mini-games. |
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hey stevie, can u post a link to your last demo u released? |
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Bear in mind that this is over a year and a half old : http://www.blitzbasic.com/Community/posts.php?topic=62881#702397 |
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A few shots of a new level made with my editor. You can gouge the landscape now to create rivers / flat areas for building etc.. |
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I always enjoy seeing new screenshots from this. In this case, I particularly like the night and dawn/dusk screenshots. It's amazing how much a pinch of dramatic lighting can improve a scene. Good work! |
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Another video of me messing around with a mate .. [removed] |
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Absolutely amazing! I love the style of this game - a new demo cannot come soon enough! |
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Where the heck is a previous demo, i gotta play this, i have been lookin @ pics of this forever, and just watched this video, where is the demo? |
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@ BlitzCoder - see link a few posts up. It's so much better than that now ;) |
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You must be right proud of this. It's bloody great stuff! |
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I'm having fun with the editor :) In the process of adding a bridge building function which automatically creates a mesh to bridge any 2 points on the landscape. |
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Stevie G: do not play with our nerves :) it should we play this game! |
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I added bridges , volcanoes and a few other things. Quick video of me playing around @ full frame rate. I'm sure most folk are getting sick of my vids so I'll try and make this the last for a while - honest guv! http://stevieg.blip.tv/file/850391/ Stevie |
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Looks very nice! Kinda reminds me of a Super Nintendo game. Can't seem to think the name of it though. |
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Ked: Stunt Race FX? http://en.wikipedia.org/wiki/Stunt_Race_FX |
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AHHHHHH!!! DEMO! DEMO! DEMO! |
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StevieG, I did indeed forget that this made use of your "generate track" code that I used in my own racer engine didn't it? I remember seeing that many years ago and thinking how awesome it looked, but now you've got a whole game going! :-D I would like to thank you for that little bit of code, made so much fun possible in the racer during early development! :-) |
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@ Cyg, I do use an improved version of that track code although clearly not in any of the screenshot levels above. I didn't realise you made use of that code in your racer but your welcome! Stevie |
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...need...demo...now... |
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although clearly not in any of the screenshot levels above. yeah, it was just something that popped into my mind! I didn't realise you made use of that code in your racer but your welcome! It was heavily modified and wasn't needed once I had an artist, but it enabled many many many months of fun whilst i was developing the physics! It replaced a generator I had created of my own, which was cool, but generated "floating" tracks. I modified your code to include textures and material properties. :-) and iagree with Kragoth. This is an awesome little toy so far, I want to play the game! |
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love the new screens the cliffs look great and the editor looks like it should e easy to make lots of maps. great work, I just hope its ready soon |
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In the process of re-doing the whole gui so that it's mesh based. I think it looks much better and is obviously res independant : |
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It definitely has style. If I were you, I would go to publishers with this game. I mean real publishers not portals. |
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Looking great! |
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If I were you, I would go to publishers with this game. Why? Most of the time you'll get more from portals and affiliates. |
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I think I'll wait until I release the alpha demo and get feedback before I even consider approaching publishers/portals. I doubt many would be interested due to the simple style. That said, I'm not bothered about making money at all - I just want to finish it and get it out there. |
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I would whack it on as many portals as possible it looks amazing. |
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I LOVE the deceivingly simple style... |
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That said, I'm not bothered about making money at all - I just want to finish it and get it out there. As much as I'd love a cheap/free game that is as awesome as yours, please do yourself a favor and sell it as best you can. I'd pay happily -- it's deserved, in my opinion. |
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Almost finished the GUI ( what a chore it's been ) so now have 3d versions of sliders, check boxes, command buttons , spinners etc... I want to add a finite number of resolution choices so currently just have .. 640x480 800x600 1024x768 1024x960 1280x1024 Can anyone with widescreen monitors confirm the standard resolutions so that I can add them please? |
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Great looking game... just don't forget to make backups of it while you're trying to finish it ;) |
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From my widescreen laptop I have these options beyond 1024x768: 1064x600 1280x768 1360x768 1366x768 |
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@ Reactor - thanks for the reminder .. just did one there. @ Jim .. cheers .. I'll see what other ones come up and stick a few of the most common in there. |
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1920x1200 is a common high-end resolution. What is the overhead to support a wide range rather than a 'finite number' by which I guess you mean a small number ? How about auto-detecting the available settings ? |
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Auto detecting is easy but most modern gfx cards have hundreds of available resolutions, most of which noone will ever use. There is no overhead in having this huge list as everything in the game is resolution independant - it's a personal choice to limit it. |
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My laptop's native res is 1680x1050. |
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1680 x 1050 is common also. |
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I use a 1680x1050 screen. |
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i love the look! |
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Ok, I've canned the limit to save the hastle. You can now choose any 32bit mode which exists on your system from 480 upwards. |
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looking good stevie. |
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Quick update - I should probably post this in a worklog!! In the process of intergating gui into main game so closer to getting a small demo together now. |
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it looks tooo funny - i must smile :) |
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I feel pain... ;) When is it finally ready? |
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On thing which is prooving a headache is the methods of control. If I had my way I'd make this dual analogue only as it much more intuative, less fiddly and more fun to play. This is the keyboard config screen ... note that you need to set up 14 different keys for each player. I plan on allowing up to 4 players in split screen mode. The control just aint gonna work with so many keys as most keyboards only allow 5-6 keys to be pressed at the same time. I'm thinking of allowing keys for single player only and multiplayer games require at least one dual analogue. I may be limiting the people that can play but I can't say I'm too fussed about that. Surely most folk have a console of some description which they can use the controller from. Any thoughts or suggestions? Stevie |
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More than 2 people at one keyboard is pain! |
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Try four keys maximum on this keyboard i'm using :o( It's looking great! |
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I'm gonna try and reduce the keys for keyboard players to at least allow 2 x keyboard configs ... Latest screenie .. |
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any idea when the demo will be ready? |
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I like the menu system, cool ideas there. |
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The menu system reminds me of the N64 :D - looks amazing (again). |
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Cheers. The new GUI has been well worth the effort as it fits the game so much better than a bitmap font. I do alot of VB6 dev at work so the whole system works in a similar way which makes it very quick to add new menu's / gadgets etc.. All the non-label text is animated and menu transitions dynamic. There's still alot of work to do and I'm in no rush. Hopefully I'll get a short demo out next month. |
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cool, looks really great |
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Moved. |