UGAC –Handheld Environment– shoot-em-up – SHEPEIRO


#21

got it “256 x 192 pixel resolution” looks correct. will re-post some of my images in that format. so far been doing 640X480, so it will be quite a reduction.


#22

From the rules thread…

edit: OOoops, wrote that one in swedish :stuck_out_tongue:


#23

am i really sopposed to use TGAs for my texture formats, are they not large formats.

and do they support indexed colour schemes, never tryed it, only used them for high spec.


#24

ok here we have them

and i managed to get the level exported onto my new DS lite last nite:scream:
here it is in all its glory, man programming those shadowmaped lights toke me at least five minutes (no PS, i mean BS, promise:scream: )


#25

update time.

some bridges

some tanks and some bridges and updated mushroom wall tops

some bridges and blast marks

some blast marks next to updated mushroom texture

in terms of geometry, i have 4400 tris and roughly 2500 polys, which i am assured the DS can have onscreen 2000 quads aslong as they are flat. so i need to go through the level and split every twisted quad to get propper figure, but with LODS, i think i will be ablt to add one or two things.

need to do power ups next:
-speed-up
-fast re-load
-scatter shot
-explosive shell
-sheild
-hammer’n’tongs
-sniper

coming up a flyby video, just need to go and find a nice site to host it!


#26

level flyby video here,

tell me what you think.

is the host OK?

oh its a 8.5mb bink video so it comes in its own .exe just open and it will play

download here

forgive the camera work, late last night excusses.


#27

shep turn on texture filtering as the DS is all about it. then your shots will look more DS like.


#28

i didnt think it did

exhibit1

Exhibit2

exhibit3


#29

new video time, better lighting(even without shadows), sorted out scale and positioning of mushrooms so IMO the level reads alot better.

added some Power-ups, will post images later

DOWNLOAD VIDEO HERE


#30

No-ones commented on the videos yet do they work? are there better sites to host? cos you need to do a little clicking on this one.


#31

here are the powerups ive made,

simple six triangle rotating icons.

sniper (stronger (little gravity arching) shot and upped zoom level when firing)

speed (tank trundles that little bit faster)

sheild (does what it says on the tin)

scatter shot (shots several shells that spread)

fast reload (reload that little bit faster)

explosive shells (impact produces damage radius, so indirect hits possible)

Hammer and tongs (melle weapon)


#32

still no comment on my videos, has anyone checked it out?


#33

I think that has to do with how long it takes just to get your vid. Wait ten seconds, now wait another 30 seconds, only to get a slow download.

Its a cool Vid but the colors are over powering, i may be alone but id tone donw the saturation on most the textures. The white of the mushrooms is pure white it seems and its blinding. So is the green of the grass and the yellow of the forest sides. Very overpoweing colors makes it hard to take in.


#34

cheers for taking the time too look.

i will endever to find a better host for my video. its pretty fast for me, but maybe that because im the author.

i agree with the overpowering colours. i want bright, but its a little too at the moment. im experimenting with a lighting scheme that will work well, but maybe i will tone them down a notch or two aswell, slightly more pastel.

its just without alot of effects the colourschemes i have seen that work on the DS are strong bright colours.

Thanks mate, when no-one says anything you often wander if its just plain boring.


#35

Great job so far.

Think you have an elegant solution going on here, with a healthy nod to Mario style aesthetic.

This looks like a very playable level that could befits the low fi/hi fi charm of the DS (if you know what i mean), The tanks are full of character.

Unfortunately i cant view the vids as I am on a crappy Mac ATM at work so will check later 2nite.

Good to see this all coming together…


#36

cheers for the comment 3darthur, im trying hard to make what would look good/ work on the DS and there is just a little nintendo influence there aswell as otherthings…

thinking of adding some fog/spray planes along the river, with a nice rainbow aswell.

im thinking that when i finish this one then i will try to make another level! dont know if this breaks any kind of rule, but i will still be well within the competition budgets for texture and poly count as this level will come in at roughly 4500 tris and under 512k texture mem.

if i can/have time, it will be a nightmare level, after a rosy tinted, overly bright, first levels, the game takes a plunge into the dark side of this trip:

welcome to “Deathcap Mountain”

a level played under a moon that looks like a skull, and situated on massive glowing deathcap mushrooms, bridges span the gaps between the mushrooms, and the four spawn points meet in a peak on the highest mushroom in the middle of the level. it will be a case of conquer the high ground and then defend from all sides.


#37

little update, added some spray from the river and a cute little rainbow, all together now aaaaaaaaaahh.

oh and i reduced some of the satruration on the mushroom stalks + reduced the lighting. better now?

and a butterfly that ive added, but im not too keen on at the mo.

C&C as always please.


#38

wow Shepeiro, thats awesome man. Totally cool :thumbsup:

well done


#39

I’d up the ambient light somewhat or at least lighten the dark shadows of the textures. In the last two images you posted you can see that it gets really dark when you’re on the shadow side of things. I’d have to agree with previous poster about not using totally white eieher… Not sure if you’ve used completely black in your dark areas or not, but if you have, change it to something lighter :slight_smile: Try to add some bounced light into the bottom of the mushroom caps, just to make it a bit brighter on the bottom. If you think about it it’s very rarely dark in for example nintendo games, they are almost never black or even near black, it’s always a dark shade of some colour. Not to say that it looks bad by any means, it looks like an interesting level, it’s just the shadow areas that could use some brightening up.

REALLY good site for pixeling and creating tiles etc: http://www.zoggles.co.uk/asp/tutorials.asp?tut=17


#40

yes im having a little problem with my lighting. im not using black or white in any or very little of my maps (just a little for detail to add depth, but very little) the mushroom tops are pale yellow, and the shadows in the stalks/ undersides are darkish brown.

the problem is trying to get nice light shadowing while keeping some nice shading across the ground. if i up the ambient more, the ground becomes difficult to read. if i go down the shadows become too dark.

any ideas? current light setup is just a signgle white spot.

that site is great,thank you.