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What are you working on, /vr/? pic related

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Thread replies: 172
Thread images: 41

File: project.jpg (598KB, 2300x899px) Image search: [Google]
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What are you working on, /vr/?
pic related
>>
Is that a mario 64 level editor?
>>
>>3367614
Sketchup is a modeling program.
You can use it to edit levels, but it is not a level editor.
>>
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>>3367614
No, but this is
>>
I've been working on a mobile maze game styled to look and sound like a ZX Spectrum game. Spiriting has been a bit of a pain because I have pretty much no experience working with the limitations.
>>
>there will never be an user friendly level editor for Kid Chameleon
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>>3367838
I remember ages ago I wrote a "virtual Spectrum" engine - just a simple graphics system that had the same limitations as the original graphics hardware.

Here's a photo of me doing a facepalm that I converted to ZX style with it (I even made a special file format .zxi for it).

Never did much else with it though.
>>
>>3367606
So you're mocking up fake screenshots of SM64?
>>
Thinking about developing for the dreamcast.
>>
>>3368075
>ZX Spectrum
>image is 48k
Kek.
>>
>>3368075
DESU I'm not entirely sure of the actual solid limitations. Pretty much what I'm doing is making my sprites 16x16, and only use 2 colors, one background and foreground. I do use three colors for the maze walls (Both shades of green on a black background) and I'm not entirely sure if it's cheating.
>>
>>3368175
Every 8x8 block can only have 2 colours - the "ink" and "paper". There's also a "bright" and "blink" bit for each block. That's basically it.
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>>3368185
Alright, so I'm not far off. For audio I'm not sure if I want to have a song playing during the game or just have little sound effects. Either way I plan on using actual Spectrum software to make the audio.
>>
File: islander_wip.png (222KB, 1680x906px) Image search: [Google]
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working on the textures for one of the islanders in my WIP game.

pls no bully
>>
>>3368649
just realized his skirt texture just stretched to shit. fuck. me.
>>
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>>3367606
i was working on this awhile ago but then i got bored with it
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>>3368665
You should make a rail shooter.
>>
>>3368665
This looks like something I would have downloaded and enjoyed in 2004, good job
>>
>>3368665
did strong bad write that dialogue
>>
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>>3368712
I love you
>>
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>>3368665
i was doing that too, but then i realized how shit the performance of webgl is
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>>3368729
meant to quote >>3368672
>>
>>3368665
why the fuck is asuka even there
>>
>>3368665
Kudos for best girl.
>>
>>3368723
meant for >>3368729
>>
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Not retro, but you guys seem to love your hacked PSPs.
>>
>>3368837
Shit, I should have said this. It's a clone of a freeware game. Not my own game.
>>
figured out the music format of super mario land
dunno if i can do much with it because it's such a shit game that no one hacks it anyway
>>
>>3368961
>shit
>Mario Land
I like it. It's Mario, but something is off. Well, everything is off.
>>
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Also, I'm working in this. I want to create a Mudman mod for Skyrim, but my (pirated) Skyrim Creation Kit won't open.

Well, at least I'll have a pretty nice model.
>>
>>3368729
Ok that's funny as fuck. Please keep working on Touhou starfox, I haven't laughed this hard in months.
>>
>>3367606
NOT RETRO
GET OUT
>>
>>3371046
your not retro
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>>3370971
Looking good.
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>>3371154
modders these days don't know how to be frugal with polygons and textures
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>>3371156
B-but the model is very low poly for what I wanted, and the texture is pretty simple. I didn't even modeled the lips (yet)..
>>
>>3371192
you only need a fraction of the polygons, the rest is just because it's free, and the texture is simple but huge (aka wasteful)
>>
>>3371154
>>3370971
what program?
>>
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>>3371203
Anon, it's not even 2000 polys. I have another model with way lower resolution (think PS2), but I wanted it to look "new gen", because I like the dissonance between an old character design, with bold shapes and colors, and modern games.
I will even paint a detailed texture in Zbrush.

The texture is 1024x1024, but I have the decals as vectors.

I believe I can make the texture even simpler by isolating parts like the eyes, cutting the UV in half and then mirroring it. Basically a more economical texture would be the decals cut in half (mirrored in the UV map) and 2 pixels for the green parts.

I'm a begginer modeler trying to create interesting content, like characters and props from retro games.
>>
>>3371219
3ds Max for the model, Corel Draw and Photoshop for the textures.

Everything 100% pirated.
Modeling and singing are two things I was born to do, but I'm still learning both.
>>
>>3371236
>it's not even 2000 polys
Lara Croft, the whole person, had 400 in her best game, and was fully articulated

>I wanted it to look "new gen"
gross

>The texture is 1024x1024
yeah, not my style. 128x128 is plenty here, and no vector decals

>I'm a begginer modeler trying to create interesting content
probably just me, but I don't find a complete disregard for poly budget and texture size to be interesting. Everybody does that, it's the easy way out.
>>
Anybody in here know how Blender in here (>>3368649
looking at you)?

I need to create a basic walk cycle for a person and export it to stl for a research project. Does anyone have a good tutorial handy, or a link to a file of a walking person? This seems like Blender 101 shit, but I haven't had an afternoon to burn learning it yet.
>>
What do you guys wants to see next? I'm already working on Death=Adder's dragon shield and some other Golden Axe items, like the many variations of the Golden Axe itself.

>>3371246
Dear Anon, I made the decals vectors to easy scale them, even for lower resolutions. And, as I said before, I have a lower poly version, still untextured. It's so fucking simple to do it with fewer polygons, like around 400, but now I'm deliberately trying to create something "new gen".
Disgusting, I know, everything that isn't retro, even with a retro character, is pig disgusting, but I will sterilize my filty hands after this grueling task. And maybe play World Heroes Perfect for some days in my basement.

I'm pretty economical with polygons, even with this model. Actually I'm learning how to model by desiccating old games models found on Models Resource.
>>
>>3372087
>I'm pretty economical with polygons, even with this model
prove it
>>
You could have posted in the Romhacking thread, y'know.
>>
>>3372367
which of the posts before yours involve rom hacking?
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>>3371242
>Corel Draw
My negor!
>>
>>3371402
this one seems pretty decent.

https://www.youtube.com/watch?v=DuUWxUitJos
>>
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An anon showed me a gif of a game inspired by pic related. It was a couple of months ago and sadly I did not save that one. Are you still around buddy?
>>
Mario 64 hacks would be so cool if not for the fact none of them work on real hardware and the shitty community full of nothing but 15 year old emu kiddies don't give a crap. Such a shame.
>>
>>3372087
hey anon, one thing is to take criticism gracefully, another is to try to prove yourself to a bunch of shitheads. as long as you keep an honest perspective on your own skills, you don't need this kind of bullshit. keep working and that's it.
>>
>>3374574
we're on /vr/, A board that, among other things, has a certain interest in old school tech. You have no idea how frustrating it is to see people carelessly blow through an insanely high polygon budget just because they can. Unless they're not doing realtime models, in which case my ramblings are moot. Also, what's the value of a thread talking about using the latest tech to do something way out of /vr/ scope?
>>
>>3374590
these are fair points. however, where else are you gonna talk about 3d models of characters made in 1993? I understand your concerns with technical accuracy, but we should consider: how many people are modelling characters from old neo geo games or /vr/ games in general, you know, barring mario and the usual stuff? is there anybody making new art based on games like Alien Soldier? can we really afford to be this demanding right now? at least the guy is doing *something* to begin with, and he has stated he was going for a "new gen" look.
>>
>>3374602
>where else are you gonna talk about 3d models of characters made in 1993?
3D modelling forum, if it's not realtime, game dev forum if it is. To me, at least, the important bit is the modelling, not the subject. I'm overly bitchy though, no doubt, so feel free to ignore and/or point fingers as necessary.

>can we really afford to be this demanding right now?
oh yes, definitely. I'd love to see far more vintage tech approaches. I do consider modern modelling "the easy way out"

>he has stated he was going for a "new gen" look.
which, to me at least, makes it decidedly not-/vr/ in nature
>>
>>3374608
I see. Will ignore as suggested from now on, pointing fingers seems... ridiculous. I thank you for a bit of honest discussion. I'll keep your points in mind. have a good one
>>
Anyone up for giving help on Google Sketchup? I try to put textures and all while following tutorials but I have issues...
>>
File: ga.png (691KB, 2048x1556px) Image search: [Google]
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Some other models I'm working on. Bad Bros. hammer, Death=Adder's Dragon Shield and the Golden Axe itself, from Golden Axe The Duel.
They're all far from complete. The hammer just needs a real texture, but the shield needs a new dragon head (this is actually the head of Allomon, from Digimon Masters).

I also plan to model Bad Bros. and Death=Adder armors, different versions of the Golden Axe and Zoma's staff (The Duel).

Mudman mask is also incomplete. The mouth is just a placeholder until I actually model the mouth on the mask. Getting the proportions right was hard, as the design is pretty inconsistent, and I'm still not happy about it.

I'm still learning how to model, but I'm trying to produce original content while learning. I also plan on porting everything to Skyrim.
>>
File: mud tonight.png (243KB, 429x838px) Image search: [Google]
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Playing with the mask's shape is making me itch to model Mac Tonight.
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>>3367639
fuck I remember using this to make HD hacks of SM64
>>
I was planning on porting Doom 64 EX to Wii since it's open source and 240p scanlines without the N64 blur filter would be awesome. Also 60 fps.
>>
File: sparticus 3d.png (159KB, 1024x768px) Image search: [Google]
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Oh, and I was modeling Sparticus, from the obscure Windoes fighting game Battle Beast.
>>
>>3379575
>>3376358
>>3376341
These are rad my friend. I am trying to learn blender atm and its going very slow for me. It would be cool to see simple 3d models of old retro games.
>>
>>3367606
So it's just like Mario 64 except there's only a small poorly done area and you're purple? Awesome! Why don't more people make stuff like this?!
>>
>>3367606
I'm making a jrpg about a crackhead.
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>>3368665
I don't know why I lost my sides when the footballs started falling down.
>>
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>
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Taking a break from Mudman, heeeere's Sparky (Sparticus), from the obscure Windows 95 fightan Battle Beast.
The game is awful, like, worse than the first Street Fighter, but I like the character designs.

Now it just needs real textures and some corrections here and there, as I'm not happy with his snouth area.

The hammer is used by his "cute" form, that I will model someday, and the shield is from his defending sprite.
>>
>>3384180
You just blew my mind, I had completely forgotten about this game. Fuck me, it was dope.
>>
>>3384180
You gotta make him look angry man. And exaggerating the size of the spikes, feet and ears will probably make him look cooler.
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>>3384226
>angry man
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File: Sparky2.png (167KB, 1024x768px) Image search: [Google]
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Battle Beast gameplay.
https://www.youtube.com/watch?v=eUcG1kRQEn0

>>3384226
Hmm, I don't know about the ears, maybe just the tip, but I'm exagerating his feet right now. I'll make him angrier after correcting the snout. The game is very cartoony and the design inconsistent. Some frames show his eyes at the front of his head, some at the side.
So I tried to create a 'neutral' model.

I'll also have to amputate some of his fingers, as I modeled a five fingered hand when Sparky hands only have four fingers each.

And I will add some polygons here and there. I started it as a pretty low-poly model, but changed my mind later.

Here's the model with some slight corrections
>>
Anyone know of a place where I can get a safe download of Star Road pre-patched?
>>
>>3367606
I can import any model to Mario 64? There's a polygon limit, right?
Any good custom level tutorials?
>>
>>3381582
>you remade hotline miami?
>>
quake clone
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>>3388041
noone plays original sp quake like this except for the autistic speedrunners
>>
I'm working on a Doom mod.

Specifically I'm rebooting it because there was too much shit clogging it up and I need to get it back to focusing on the important shit
>>
>>3384180
>>3384375
This is really cool! I loved that awful game back in the day...
>>
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>>3368649
Haven't had time to work on this in ages. If I don't finish this by tonight, I will an hero.
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>>3388068
stfu noob
>>
>>3391182
tris? budget? resolution?
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>>3391210
830 tris. trying to keep it under 900. uv map is 256x256.
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>>3391331
when did you decide on 900, and why that number?
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>>3391343
i started off at 1,500 when i first wanted to make my own low poly art. worked my way down to where i am now and i hope to get down to 400 soon. i really don't know why, honestly. autism?

why do you ask?
>>
>>3391351
curiosity and a casual interest in low poly artwork. Sounds like you're about to play the polygon equivalent of code golf, trying to remove as many tris as you can, while keeping the visuals intact. I like.

No idea if it's intentional or not, but when modelling with small UV maps some modellers will not keep everything proportional. Often up to half the UV map is occupied by the face of a character, the remainder is the body. The reason is obvious on your screenshot. The body of your character has plenty detail, but the pixelated eyes stand out. Then again, the eyebrows seem to be at a higher resolution, so no idea what's going on there.
>>
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>>3391372
that's a great comparison; exactly what i'm doing. honestly, modeling is a lot of fun and i'm glad i got into it. you should give it a try.

i'm still working on a lot of the facial details. it's a combination of using photoshop to get the basic ideas and then switching to blender's paint tool to fix any mistakes. i seem to be having a lot of trouble with getting the leaves on the skirt to line up because of this particular seam.

just gotta fix that and detail the hands and feet.
>>
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I have my own character too and I posted her renders in some /co/ donutsteel threads.
Her body must be around 1000 poly. I'm trying to create a PS2-tier model. Currently I'm trying to figure a simple topology for the comb of her rooster hat.
>>
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>>3391468
Another character, TV Man.
>>
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>>3391471
Something I did as a pastime. Fantastic Four's Fantasticar.
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>>3391408
I find the NDS super interesting from a technical standpoint, because of its fixed vertex count. Suck at modelling though, more of a coder
>>
File: beemania redux 9.png (415KB, 1920x1080px) Image search: [Google]
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My bee robot, tentatively named "Beemania".
>>
And now, back to the Mudman mask!
>>
>>3391471
this one is really cool, anon.

>>3391481
see, i'm the opposite. i tried learning c# and i just could not grasp it. i paid $10 for a udemy course and got about halfway through the entire thing before i gave up.
>>
>>3391531
coding's not for everyone, regardless of what politicians would like to believe.

As for the NDS: as a modeller, imagine an entire on-screen scene (environment, characters, everything that's polygonal) being less than 2048 tris (6144 verts). That's the hard limit, no haggling with the hardware there. One of my favorite platforms in no small part due to the modelling restrictions. Really makes a dev work
>>
>>3391481
>I find the NDS super interesting
I personally find it interesting on the account that it's kinda like a more refined spiritual successor to the PS1 graphical style.
>>
>>3391558
don't give a fuck about the PS. That system was all kinds of wrong. The NDS stands on its own
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>>3391565
>That system was all kinds of wrong.
How? What made it so that isn't already similar to that of the DS?
>>
>>3391549
sounds like a fucking pain the ass, but a great challenge as well.
>>
>>3391584
>How?
CD drive, small RAM, affine transform, and the polygon count on the PS is probably higher in some games
>>
>>3391584
Wobbly textures.
Incorrect depth rendering.
>>
>>3391591
keep in mind, a scene can have a higher polygon count. Just what's rendered at any given moment needs to fit the limit. That also means for some scenes you'll have to do some creative lod and portal management to keep the numbers in check
>>
>>3391592
>CD drive
Akin to listing the touch screen gimmick of the DS as a flaw, but okay.

>small RAM
Alright, I concede on that one..

>affine transform
Not its own fault really. Before the advent of thing like graphics accelerator cards and Quake, some true 3D DOS games that are textured suffered from similar issues.

>the polygon count on the PS is probably higher in some games
In some cases. The other half of the time it's the result of very clever modelers/programmers making a certain prop/character/location look more "fuller" than it actually is.

>>3391601
>Incorrect depth rendering.
Common problem in most 5th gen games.
>>
>>3391625
>Akin to listing the touch screen gimmick of the DS as a flaw
No. The touchscreen does not affect game or loading performance

>Not its own fault
it was designed without affine transform support. That's a design mistake, just like the CD drive
>>
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>>3391408
welp. just gotta add a leaf to the front of the pants to hide the seam a bit better and then i'm done. i'll just do that tomorrow before work.
>>
>>3391831
is it intentional that the pants are so ridiculously high res, while the face is madly pixelated?
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>>3391834
sure, lel. I could always scale the leaves down.
>>
>>3391845
just saying, it looks a bit inconsistent to me, everything else with high detail density (hair line, brows, ears, pants, feet) has high resolution, body with low detail density has low resolution, but the face, despite having high detail density, is low resolution. I don't see a particular style it's going for, so it kind of looks inconsistent or incomplete
>>
>>3391854
I'm not disagreeing and I certainly appreciate the feedback. I'm a shit artist, tbqh.
>>
>>3391890
>I'm a shit artist
every good artist was at one point. Got to stick to it and improve
>>
>>3391831
If you were going for DS graphics then you nailed it, Anon.
>>
>>3368665
???
WHAT THE CRAP IS THIS?
>>
>>3388068

I always rocket jump at the end of e2m4, there is no other possible way out
>>
>>3391896
that's true, i suppose. thanks, bro.

>>3391916
i'm actually shooting for ps1 graphics, but i'll take the compliment. :D
>>
>>3367636
>You can use it to edit levels, but it is not a level editor.

do you know how much of a paradox that is?
>>
>>3394058
You can use GIMP to type and edit text but it's not a word processor.

He's saying that even though it can be done, it's not its intended function.
>>
I'm getting into Atari 2600. Just learning the ropes for now.
>>
>>3368101
there are tons of games where a screenshot of it is bigger than the actual game
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>>3368485
I got your sound right here m8

https://www.youtube.com/watch?v=BgUzteADsRI
>>
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>>3371154
WA!
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>>3394290
impossible. There can't be more data in a program than the program itself is
>>
>>3394298
>a program can't generate data
>>
>>3394368
of course they can't. Only humans can
>>
The farm or so he thinks. I just stole some watermelon while he wasn't looking. Stupid white people.
>>
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>>3391471
Ever heard of Saga?
>>
>>3394290
I suppose it depends. Internally on a Speccy, that image would have taken only a few K. As a non RLE bitmap it would have taken up considerably more than 48k. It's just a coincidence that its JPEG rendition is 48k.
>>
>>3394380
Yes, but I don't like it. The only Brian K Vaughan comic I liked was Y: The Last Man. Y was incredible, but I found Saga boring and couldn't care about it.
>>
Is this really /vr/-related?

I'm working on two things, one is a pinball game, and the other is a text-based adventure contained in a website. The former is a passion project, the latter is a project to teach me about web development.
>>
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>>3394380
Yeah, what about it?
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>>3394489
>Is this really /vr/-related?
it can be. If it's using /vr/ input and inspiration, or happens on /vr/ systems
>>
>>3394489
For the text-based are you doing it from scratch or are you using some kind of framework?
>>
>>3394510
the biggest challenge in a text based game would be the parser, which is entirely unrelated to web dev
>>
>>3394510
I'm doing it from scratch.

>>3394515
yeah, will probably start (and end) as a very basic input system. I'm more interested in building a working website than in building an advanced text parser.
>>
>>3394529
you're probably better off making just an inventory system or item catalog for a (text or any other) game than an actual text game
>>
>>3394529
>working website
what languages?

Also, I suggest, if you're indeed doing the text based game thing, don't do the green console style. You got an opportunity to actually present a text-heavy visually pleasing website. Experiment with html markup regarding headings, paragraphs, listings, but also images, and figure out mechanisms of navigation (pagination, menus, input). These are the actual challenges in web visuals
>>
>>3394534
in all honesty I'm not 100% familiar with how text-based games work yet, I've been more focused on learning the new web stuff, and then getting to the game part later. But since you're bringing it up now, could you talk about what you mean by that?
>>
>>3394541
>could you talk about what you mean by that?

>I'm not 100% familiar with how text-based games work yet
>I've been more focused on learning the new web stuff
exactly this

a text game's logic in regards to web would be horribly limited (very simple input/request and output/response), while your parsing/processing game logic would be mostly programmatic ran server-side and take up most of your time. if you are new to programming, you might make it a console game first and later convert it to a web application.

an inventory system will be a better case to learn web dev than a text game. but you should consider making it multi-user (i.e. multiple users can interact with each other, like trading/selling/buying items or whatever)
>>
>>3394560
scumm evolved out of text games, just using pre-defined standard verbs, instead of making the player type. One could make a scumm-like interface for a text game that would bypass most of the parser issues. Of course it would still require lots of game logic, which has little to do with web development, but it's not as clearcut as you suggest
>>
>>3394565
that was another consideration, making a scumm-like game. It was dawning on me last night, actually, that I might want to use this to demonstrate the ability to make a site that works cross-platform, and with how many people browse the web on smartphones and tablets these days, it might be a good idea to make sure it works well on those.
>>
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I am making a homage to time crisis in construct2 you can play it here https://www.scirra.com/arcade/action-games/reload-8091
>>
>>3394571
scumm + text, you mean? Just so you don't think scumm needs to be graphically, with a character moving on screen.
>>
>>3394598
right, images with text, and simple player actions like 'Look' made as clickable buttons. An inventory as well. That might work better overall for a wider range of devices.

Not really sure how I'd do a network interface though, that part sounds hairy.
>>
>>3394973
simple answer, you don't, or at least not in a low level interface sense. Look into AJAX, and something like jquery. AJAX is a mechanism to send data back to the website without refreshing the page. Then jquery (or any other framework, do some research) is used to put the response from the server into the webpage.
Web pages are not concerned with networking, they act on a higher, more abstract level. In this case, requests to a url, and responses from them.
>>
>>3394986
that makes sense from what I've played of different online browser games. Guess I'll look into that once I've moved further beyond in my abilities. Thanks for the tips.
>>
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OH LAWD, what have I done?!
>>
>>3367606
>What are you working on, /vr/?
my sobriety
>>
>>3367606
Nothing related to /vr/ but a modern game.
I plan to start another small project on the side as a homage to the forgotten MSX STGs that will probably end up on steam for 50c.
>>
>>3395101
why?
>>
>>3380745
I learned the stuff very fast. If I don't know how to do something, I know what I'm looking for.
I just don't have the imagination. I don't know how to model this specific part of my model and that's the most annoying thing ever.
>>
>>3395078
Aaaand it's (almost) done. Normal mapped in Zbrush.
>>
>>3388041
This looks fucking amazing. Also I like that rocket jumping doesn't damage you, that way you can jump around as much as you want
>>
>>3395264
>>3395264
>>3395264
>>3395264
>>3395264
>>3395264
stop STOP DONT DO IT
>>
>>3395364
True and honest, my dear. True and honest.
>>
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Some of these game assets are LOL

I'm not the best artist or programmer in the world but lol

Don't get discouraged but definitely don't be afraid to really "go for it" in the quality department and push yourself puppers
>>
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>>3396328
>I'm not the best artist or programmer in the world but lol
YOU'RE SAYING THERE'S SOMETHING WRONG WITH MY SONICHU MEDALLION?
>>
>>3394489
as long as I'm here I guess I'll talk a little about my pinball progress since that's what I'm working on right now.

Last night I fixed a major problem with my pinball code and realized another thing which made it inaccurate to real pinball.

The first thing was that I was not using the right collision behavior for launching the ball. My function only checked for initial collision. That meant that if you cradled the ball and then released the flipper to let it roll down, you would not be able to launch it. I fixed this by changing it to check for any collisions that haven't ended yet, so now if the ball collides, even if it stays colliding, the flipper will work properly.

The second thing is that I realized that I need to make my class code so that it modifies the power of the shot based on how far the flipper traveled in the process. Basically, right now if you were to just tap the ball on the filpper, the ball would rocket off at full power, no matter how far along the flipper was on its motion path. From my understanding, this makes certain catch and cradle moves impossible. So what I'm gonna do is make a function that takes the current flipper rotation and determines how far it's already traveled from rest, and then feed that info into a function which takes that distance traveled from rest and uses it to determine the power of the shot (where traveling from rest is a maximum power shot).

This should allow you to 'pop' the ball and do other tricks that you can do in real pinball. Of course we'll see when I implement it whether it works or not.
>>
>>3396328
Does it get lonely up there... on your pedestal?
>>
>>3396578
>So what I'm gonna do is make a function that takes the current flipper rotation and determines how far it's already traveled from rest, and then feed that info into a function which takes that distance traveled from rest and uses it to determine the power of the shot
ask yourself if physics work that way. Learn the physics behind certain shots, then implement them. Otherwise you'll end up stacking workarounds on workarounds and you'll never dig yourself out of that hole of unexpected glitches
>>
What is the best way to model the lips on this mask >>3371154 and conform it into the model? I tried using splines, but it didn't work very well.
>>
>>3367606
Im making a retro 2D fighter based off of Treasure's own "Yu Yu Hakusho sunset fighters" engine. Im actually nearly done with the actual fighting engine.

Its gonnna feature yu yu hakusho characters, dbz characters and naruto characters, 11 from each series with some hidden characters. Should turn out really great
>>
>>3367883
i feel your pain
>>
>>3397925
Why not original characters? Or vidya characters?
I'm tired of the same shounenshit characters.
>>
>>3398249
Well mainly because i wanted to see my favorite characters in the engine, but also im not interested in my spriting even one character let alone 10-30. The scale im thinking of wont really allow for the manhours necessary for too much original art. Also this gives me a chance to repurpose the dbz hyperdimension sprites which were beautiful, but limited by kind of a weak game. But most importantly its just my dream game so im making it
>>
>>3398249
In tournament mode i do plan to have a buncha cameos however, so youll definitely see other characters from video games. For instance in the otherworld tournament, i plan on throwing in Pyron from darkstalkers
>>
>>3398664
In fact since i wont be using original art, youll see exclusively video game cameos
>>
>>3395264
>>3395792
very accurate and realistic sonichu. 10/10
>>
>>3391471
reminds me of Canti from FLCL
>>
>>3391408
What program are you using for textures?
I've been trying moddeling and animation recently but textures are something I haven't really tried to get too deep into.
>>
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>>3398679
Thanks, anon. I did my best.
>>
>>3368841
What game is that and what game is it cloning?
>>
>>3381582
It's the Dark Souls of Hotline Miami :PPPPP
>>
>>3399061
Photoshop. The only thing I don't like about it is if I import a 64x64 uv, it gets really fucking blurry and I don't know how to fix that.
>>
I've been trying to do a couple translation of old Sound Novel games but I have no idea how to dump text and reinsert it, let along even change the font or size, so it's pretty much just going to be a txt document.
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