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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #91
    Join Date
    Aug 2010
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    40

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    No, I'm not using Linux, but whoever made that screenshot (I don't have the software) wants Linux newlines. Most programs can handle any kind now anyway.

    That works great, when I upload my next video I'll use that model, thanks.

  2. #92
    Join Date
    Jul 2007
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    Montréal
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    GMT -5
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    Darkdrium777
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    Wait.

    Is this three (four?) people making individual games?

    I am confused.

  3. #93

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    Pretty much Darkdrium777, which I think is a good thing as a) team co-ordination is difficult over the internet b) projects take time some of us really dont have, so we can work and learn at our own pace. Lastly, our 'vision' of what we want is probrably different too.

    And eventually you may have four games to play, rather than one

  4. #94
    Join Date
    Aug 2010
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    Yeah, but we all know mine's best just on principle.

    Did a bit of UI design today. (image is 10k, don't worry)


    Here's a preview of how it might look:
    http://i53.tinypic.com/2a4sk1j.png
    Last edited by nexekho; 1st September 2010 at 04:44 PM.

  5. #95
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    Aug 2010
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    I hate to double post, but I want Zero3Growlithe to see his 17000 polygon model bouncing around my intentionally rough track. It's mostly working now, just got some organisational problems to solve in the physics (some things happening in the wrong order, etc.) which cause a slight blip every time the car runs over a track border. But other than that you can see it's handling pitching, rolling, flight, hovering and drifting quite well.

    http://www.youtube.com/watch?v=YOZgD...=youtube_gdata

  6. #96
    Join Date
    Jul 2010
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    Somewhere in the center... Poland?
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    zero3growlithe
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    Look's great. I can't wait for the finishing project

  7. #97

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    Cool!

    Now are you going to have WO numbers of enemies or do FZero numbers? 50 opponents is always mad (got to love those FZero X moments)

  8. #98
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    Aug 2010
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    I think it'd be dependant on the track; some really wide tracks more like F-Zero would be capable of supporting more vehicles (and to be honest there's no in-engine limit as it is; just what you can fit in memory) and the smaller Wipeout-like tracks would probably be limited to similar numbers such as 6-12. It's all down to the people who make the tracks, what they think works best.

  9. #99
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    Apr 2010
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    Wow, nice! Is that a bump map that I see!?

  10. #100
    Join Date
    Aug 2010
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    No bump maps yet. I do have bits of pipeline for writing a deferred renderer. The plan is that at the end I'm going to build in cone step mapping for the track and global normal/specular/glow maps as well as a crude HDR.

    Track editing?
    http://www.youtube.com/watch?v=KDFKb...=youtube_gdata
    Last edited by nexekho; 2nd September 2010 at 06:47 PM.

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