Ahh ok. Broken controller :P Damn!
The ship boost is not available anymore. It was only a testing purpose. We'll have a Turbo pickup like in Wipeout.
Ahh ok. Broken controller :P Damn!
The ship boost is not available anymore. It was only a testing purpose. We'll have a Turbo pickup like in Wipeout.
This game are pretty amazing but I`m struggling with my controller (PS3) to calibrate cos, of PDF file are different or maybe different with my daughter`s latest laptop. Anyway, keep up the good work.
stevie:)
Just a reminder that it is now the final day for submissions in our contest, so pilot as best as you can and show us your times :D
There's been a bit of confusion so just to set the record straight, we will accept screenshots that are posted on the forums, so go for it :)
Hey! I was gonna submit my screenshot via email, but it's not working so I'll just submit it here if you don't mind. ;p
Attachment 7263
I very much doubt that I got close to a placing, but it's my best time yet and I'm proud of it. I very much enjoyed taking part in the competition, though. It was fun to have a challenge. :3
Hmmm, attachment u gave seem to be invalid, could you repost it?
And good to hear you're enjoying the game ;)
Attachment 7266
There you go! Hope it works this time. :3
hmm try hosting the image in imgur or something, we still can't open it...
http://i.imgur.com/sZ8k6.jpg?1
That better? :b
That's perfect. Thank you. Nice times!
Would it be possible to make my own models in Maya 2013 for the game? If yes what would I need to export them as? I'm still learning but I'd gladly help.
I could even do some 2D art too.
Sorry, we only need programmers now. The modeling and concept part has already a lot of people working on it. Besides we already have all of the ships, and the tracks are all thought out and being modeled too...
Doesn't mean you can't come up with some prototype designs, more specifically LOGOS or ATLAS, I think those are the ones left.
Let me list:
Amphithere: modeled
CENR: modeled
Solaris: designed, ready to start modeling
Helios: Clojo's design is going to be slightly modified, but that's it.
Zepher: Oryx has a sort of concept
LOGOS: nothing done yet
ATLAS: nothing done yet
iFreet: I don't know, but I think Oryx also has an idea for that one.
Finally an update from me, modeling-wise. I am working on two tracks currently... "Nazca Remains" and the Zone/PF track "Electrogrid".
For Nazca Remains
The landscape texture is not final, you will notice some seams.
http://s9.postimage.org/3wrzmirtp/nr1.jpg
http://s9.postimage.org/nsnz228v1/nr2.jpg
http://s9.postimage.org/6gnmgmfdp/nr3.jpg
Also the ruins near the start grid are very basic at the moment :)
http://s9.postimage.org/civ9743tp/nr4.jpg
For Electrogrid
Very early WIP. First thing to notice is that the track walls are not textured. That is because we still need to discuss how to create destructible ones for Platformer.
http://s9.postimage.org/gvp7bsn6l/eg1.jpg
Blocky screen is also ready already :)
http://s9.postimage.org/salogezj1/eg3.jpg
The yellow/green track section is actually 3D, you will notice it when driving on it later on. Of course there will be a lot of light pulsing etc. going on then.
http://s9.postimage.org/yn0tq92l9/eg2.jpg
This picture is not accidentially turned upside down. In fact there will be a short track section where you look at the ground instead of the sky :D Of course provided with a maglock. Since we didn't discuss how the maglock section should look alike, this section also is untextured atm.
http://s9.postimage.org/hp1t4et7h/eg4.jpg
So I hope you guys can get an idea of the look of a computer-simulated Zone track in SSGX...
You've put the images all wrongly. Open the image itself into a new page then put that link into the image tags.
Exactly what I did.... Strange :/
Hey guys, sorry to be late to the party, just wondering if you need a programmer for anything? I have very limited game experience but a strong background in AI programming with several years professional experience and can pick up languages fast. I am a java/c++ programmer but have experience in functional programming too. If I can be of any help let me know! Would be very interested to work on any physics or AI or pretty much anything really as I'm sure this will be fun as well as great programming experience! I'm also generally pretty busy with work but will take this as seriously as time allows! No problem if not required!
EDIT: Forgot to mention that optimising algorithms is one of my main areas especially when it comes to memory and time complexity etc. if that can be of any help!
Hey Mengkeshi, thanks for your message. In fact we only have zero3growlithe to do the main programming and BrunoDG to help him out so another hand is highly helpful to us. But since I am not coding anything, I'd suggest you contact zero3growlithe by yourself or wait for his reply here. He has the best overview about upcoming tasks in programming and can tell you if and where he needs a hand.
For your general info: We are working with Unity, so it would be helpful if you can dig yourself into that program ;) Your experiences in Java/C++ might come in handy here :)
Hey Mengkeshi, I'm glad you want to help with the most important and hardest part (i guess xd), I'll need some help as I don't have much experience with programming and I don't know how I can make some things better in my code. Do you have Skype so we can contact more freely? My Skype name is zero3growlithe.
Great!! I do have skype - name mengkeshi although my account has been hijacked by someone - should have it back in a couple of days and from then on can use it as a main contact although my office internet connection is not great. Alternatively or in addition I'll pm you my email address and just feel free to contact me anytime (email is the best form of contact for me and I can normally respond pretty quickly!). I have to say I've looked at the youtube videos and what you guys have done so far looks incredible. I'll read up on Unity tomorrow - thanks and hope I can be of help! :)
Hey guys,
the website experienced a little update, you can now see the new weapon symbols over there. We also have a new pickup in exchange for "Gravitron" so make sure to check it out ;)
Further on, we have been working full power on SSGX for months now but of course some of you know that the development of this game reaches back 'till 2010. Now we have a little video ready giving you insight from very early content until test clips from after the most current built. Caution: Lot's of working-in-progress clips can be seen here. Take a peek at the evolution of SSGX up to the recent date:
http://www.youtube.com/watch?v=GnpSBbi9ja0