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ChrisV

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Everything posted by ChrisV

  1. Well, Spacescape unfortunaly doesn't allow the creation of any other type of skybox than space skyboxes. BUT...i can create any kind of skybox (sunny, overcast, night time, sunsets, sunrises, special ones...). I think i might have a night time skybox somewhere. Will have a look, and if need be, i'll create one asap. Does it need anything special (clouds, moon, or other...)?
  2. Welcome to the forums, LeveeWasDry! I'm sure you'll have lots of fun getting your hands dirty with the Leadwerks Engine. Saw your project on IndieDB. Nice job so far!
  3. Nice vids, Rick! Yesterday, i was watching the fourth session and noticed that the vid resolution was quite low, but i see that it has been fixed now.
  4. I think he means that people with good intentions prefer to buy things instead of getting them illegally. So, the intention is to monetize it later on? Any idea when this will happen, Josh? ? And, will a percentage of the sales then go into the engine?
  5. Yeah, i agree that an asset store with payed for assets would be good for both the authors of the assets, as for LE in general. Payed for assets would encourage artists/programmers/sound composers more/faster to create things than just create free stuff. It would also give them one more reason to create quality assets and keep them up to date or improve them on a regular base. Plus, a small percentage to go into the engine would allow Josh to maybe hire more programmers and improve the engine more/faster.
  6. Is this what you're looking for? ? LE Steam Workshop Not sure if Josh gets a percentage of assets that are sold on the LE steam workshop, though. Also, i'm not sure if we can sell things on the workshop. Josh, can we? ?
  7. Irritating in what way? I tried to add a funny touch to it, but maybe i shouldn't have? ? Thanks for the comments, though. Yeah, he definatly needs some animations and A.I., the poor guy. I almost felt sorry for shooting him. Thanks, Hayden!
  8. Here's a small vid showing the WIP of our game Hostile.
  9. We spoke to each other and i'm really looking forward to see your 'test' model. If it's to our liking, there's a great change you'll get accepted in our team to work on Hostile.
  10. Just noticed you've edited your post. The great alien will come...sooooon. I've made some changes (less human hands) and other improvements, and a friend of mine said that he looks badass. Working on the texturing now, and once that's done, i'll upload new pics. Also, thanks to our shader wizard shad, we can now have some pretty cool fx, ranging from vortexes, to suns, gasclouds, impact fx, digital screens, liquids, or pretty much any effect you can think of, all animated! It uses spritesheets, but can by applied on any model (non-skinned, i think) as a material. Thanks again, shad!! Furthermore, Roland has made a complete GUI system (checkboxes, textfields, sliders, buttons, etc...) that will be very usefull! Well done, Roland! I've made some music, footstep sounds, and also worked on a 'muzzleflash' effect for a Tazergun. So, next time we'll show some of the new things (maybe a vid) and give more information on the progress.
  11. I once asked a Professional artist (he made character models for Uncharted and other games, so yeah...a really talented guy), and for a single main character model (without animations and LOD versions), he was asking $1500, and for a less detailed character model, around $800 (also without LOD and animations). So yeah...those numbers aren't exagerated. It is possible to find lower priced models, but it all depends on what kinda quality you're after. I would be more than happy to create some model pack, but it'll take quite some time.
  12. Hey guys! Was working on some sounds and music for Hostile. Exported some footstep sounds in .ogg format, and tried playing them ingame by modifying the script. Unfortunaly, it's not possible to play those sounds, because .ogg isn't supported in LE? I can easily convert them to .wav, that's no problem. And, for small sound files like footsteps or screams or whatever, wav would be acceptable...but, not really for music. A 3 minute music file in .wav format is around 30 MB. So, if you have like 10 music files in .wav, you'll need a lot of disk space for them. If you then add all the other sounds, and other media (art, textures, models, etc...), you'll end up with a game that uses a lot of disk space. The same 3 minute song is like 10 times smaller in .ogg format, while still keeping a pretty good sound quality. The same for .mp3 format, but from what i've read, .mp3 isn't allowed commercially? Anyways, i think it would be a good idea to have support for .ogg and other formats that can save disk space without loss of quality.
  13. WIP of the first Alien Creep i've started on in zbrush. What do you guys think? ? Still need to give him some long sharp teeth before starting on the retopology. Furthermore, i've added some interaction on the door. Was rather easy to setup. Also thanks to Aggror's great tutorials.
  14. A bit more fidling around with textures, models and lighting. Roland is working on a GUI system and options menu. Creating textures that work good together to start with is essential and can speed up the development quite a bit. Good thing that i already have a variety of different textures. Also, substance designer is very well suited for this! Next i'll start working on some interaction (sliding doors, etc...), and start on the first alien creep in zbrush. Really looking forward to create a creepy scary alien monster.
  15. My guess is that each material is also a drawcall. Not sure how LE handles identical materials, though. Would be good if they get batched, reducing the drawcalls. Also, i notice in your stats that you have one shadow rendered. It might be caused by the 'Cast shadows' setting on the invisible material that is set to 'on'? Anyhow, it's just a wild guess.
  16. Thank you! Done some WIP experimentation (textures, lighting, fx, modular pieces) for Hostile. Thanks to shad for customizing his godray shader for our game project! Here's a modular room piece, custom skybox, and some props (WIP). Soon i'll work on some creepy aliens to populate the spaceship and hunt the player down.
  17. Looking great, Aggror! I really like the part where you move the hole on another terrain. If you need a custom skybox for your golf game, let me know.
  18. Much appreciated, Aggror! I'm working on some modular pieces for the spaceship interior. This should provide an easy way to rapidly build a huge variety of rooms and halls for the player to walk in. We both have more experience and better tools to work with now, so we're going to make this game as high quality as possible. The gameplay basics will be kept simple at first to have something playable, and later we'll add more advanced stuff. Thanks! Yeps, we changed to a first person view to speed up a bit of the development time. Third person requires more animations (for the main character), and we're just a small team working on a big project. Also, interaction with the gameworld in third requires a bit more work to setup. First person view also has it charm, and we now actually have a pretty darn good character controller that can handle many things. I'm pretty sure Josh can make LE3 perform better. Last physics update already helps. Yups, no worries. We never make a game that doesn't give us the pleasure and satisfaction of creating it.
  19. Thanks for the interest and comments, guys! ! We'll do our very best to make this game as great as possible! That's good to know, shad! We already have a couple of missions for you, if you're interested. Could you provide us with a godray shader that doesn't use the day/night system? We'd like to have lightrays coming through the windows of the spaceship from one of the nearby suns. Can you help us with that? ? Secondly, i noticed that the bloom shaders (both the one in Shaders/Posteffects, and the one from the Post Process Shaders pack) are kinda heavy on framerate impact. Is there a way to make 'em less demanding on fps? Or, could you provide one that is less performance demanding (would be good for the community also ). Thanks, dude! Nono, it's not delayed or abandonned. We're still working on SCOT. It would be stupid to give up on that now. As for choosing LE for this project, well...both Roland and me have been using it for quite some time, and we still love LE very much. Besides some missing features in current version, it has a great rendering and the lighting is really nice. Also, we're keeping this game small and simple (at least to begin with). Furthermore, we want to proove that LE3 is capable of great games, and by developing this game we want to help Josh make his engine better by attacking him with unexpected issues/problems that might occur during development. So Josh...prepare yourself.
  20. Hey guys! We at Rimfrost Software (Roland and myself) finally decided to share our idea and plans for a game that will get developed with LE. The game we're going to build is a first person sci-fi horror shooter with stealth/survival elements. This project is in a very early stage, but we will update this thread as we progress, and keep you guys informed as much as possible. The story: The year is 2371... After several decades of intense research and experiments, scientists have finally found and developed an ion based engine, using a fusion and laser technique, that makes it possible to go faster than the speed of light. Plans for missions to land and investigate on Earth like planets take shape, and hypermodern spaceships are being created on a large scale. You are Jones Bonez, a 27 years adventureous guy who signed up for one of these missions. 'Eclipse' is the name of the spaceship that will take you to planet Ergon, an Earth -like globe. There you will land, investigate and explore, taking samples and return to the home base here on Earth. As usual, things don't work out the way they supposed to... You have troubles getting asleep, so you took a couple of sleeping pills. While you're in dreamland flirting with an imaginary beauty, a shuttle (with the Captain on board) was launched to land upon Ergos, but an unknown force disables the board systems of Eclipse. When you wake up...you find yourself alone...except for the dead bodies of your fellow crew mates...but wait...it seems you're not alone at all...it seems there are some other beings on the ship...creepy creatures...bloodtirsty things...hostile beings! The Gameplay: - First person shoot and survival/stealth mode. Blast your way through the enemy lines, combined with stealth to preserve (limited) ammo. - Solve basic puzzles (handles, switches, timer based puzzles, etc...). Your weapon arsenal: - Coming soon - We appreciate comments and suggestions, so don't hesitate! Thank you!
  21. No problem. Will start on it asap. Might even do a small (fire/explosions) effects pack for the workshop.
  22. I could provide you some pretty realistic fire effects, but it involves a mix of particles and spritesheets. Was working on a particle fx pack a few months ago, but as usual, (free) time is hard to find, and i started to work on other things instead. If you want, i can quickly make a couple of fire/torch effects for you to try out?
  23. Yeps, that's why entire character packs (done by the same artist) are much better. My plan is to do such pack(s), but unfortunaly, finding the time to do them is not easy. Whenever i do have some spare time (besides projects and work), i am working on art for Leadwerks, though.
  24. I think that some of these features/improvements should be standard, not voted for. Things like speed optimization, vegetation painting, water, bug fixing, editor improvements are beneficial/needed for everyone (or at least, the majority ). The other features/improvements are also needed or very helpfull, but maybe Josh can concentrate on the standard ones, and a couple of the others, and let a third party work on others, or maybe another kickstarter? Anyways, it's just a suggestion.
  25. I think the (indie) gaming license for their models costs $500, and then you also need to pay for the models. Also, keep in mind that their character models are fairly high poly (30K is a minimum, i think).
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