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		 Just Thinking Out Loud #13 posted by czg  on 2016/03/30 19:06:14It could maybe be worth a try to run q1 qbsp with a larger -subdivide setting so it won't cut up surfaces so much, which could theoretically give a cleaner mesh. Light.exe will crash if you set it higher than default though, but that doesn't matter if you're only after extracting geo from it.  
		
		#14 posted by Kinn  on 2016/03/30 19:28:11Collision is another consideration. With a sufficiently low-poly and clean mesh you should be able to just duplicate it and use as the collision mesh.  
		
		#15 posted by khreathor  on 2016/03/30 19:48:50#8-12 - OBJ Export is very good idea. I'll take a look at this. Can items etc. be exported to OBJ too? If yes I guess it's exported as mesh object with some name. It could help with in-game items placement.
With such aliased image t-junction will be not a problem.
 
 #10 - good point, I want to make free mouse look, but maybe it will be better to leave it to horizontal only. This way it should be clearer to navigate. We'll see when I get tech demo ready.
 From my point of view sprites are harder to make ;) In 3D I just make one model with rig and animation, then I just modify or add elements and voila. With sprites you have too modify every frame of animation etc. Lots of work, but I guess for someone who's pixel artist it's a piece of cake, so if there is any pixel art master, feel free to join :)
 
 #13 - thanks for a tip. I'll test it too.
 
		
		#16 posted by khreathor  on 2016/03/30 19:52:59#14 - yeah, but I fed Unity with many weird meshes and It always worked without a problem. Anyway it's always better to work with nice meshes instead of some garbage, so atm I think obj (or ase) export is the best solution.  
		 Kinn Polygons, but yeah. Dunno about T-Junctions, but shared edges use the same vertices. Maybe that helps.  
		 Khreathor Brushes only.  
		 Down With Devi Cancer #19 posted by otp is right on 2016/03/30 20:11:13 Keep the tranny furry faggot's out of the quake 1 community !  
		 109.163.234.8 Your address is a "recently reported forum spam source". Coincidence?  
		 It's You #21 posted by Kinn  on 2016/03/30 20:16:00  
		 #15 #22 posted by mankrip  on 2016/03/30 22:01:04Pre-rendered sprites are another option. Duke 3D used that, afaik.  
		
		#23 posted by khreathor  on 2016/03/30 22:27:38#22 - yeah pre-rendered is only option if I don't find talented pixel artist :D  
		 Pixel Artist Here! #24 posted by Christian Nordgren on 2016/03/31 13:30:06 Hi khreathor
  I would be intrested in doing collab on your project!
 
  Here is some pixelart work in my portfolio
 https://www.artstation.com/artist/chrisnordgren  I also would like to mention that I am working as a Artist on Serious Sam's Bogus Detour
 https://www.youtube.com/watch?v=K3AVjgIgtUE  I am very comfortable working with unity 
  (I scripted and made the art for this game: https://www.youtube.com/watch?v=6v_LbWv5GHc  If you are interested you can email me at nordgren@hotmail.com  
		
		#25 posted by Hipshot  on 2016/04/04 15:39:32I saw some "test"-pictures, I think it looks cool =)  
		
		#26 posted by khreathor  on 2016/04/05 12:49:54Thanks!
I hope to release first playable demo during the coming weekend. We (me and Christian) are working on core functionality and assets atm.
 It works better than we thought :)
 
		
		#27 posted by Hipshot  on 2016/04/18 10:53:08So, I tried it. Great game, a few things, maybe a little more air control  AND, a little higher mouse sens =)
 Looked really nice and played very well too otherwise, much better than the other FPSs that I tried that was made during the Jam.
 
		
		#28 posted by anonymous user on 2016/04/18 12:54:01 Thanks very much! Chris did awesome job with visual part.
I'm just disappointed that there was no more time left, like 2-3 days, because enemies with guns are almost ready.
 
 I'll fix few annoying bugs and post link to the game.
 
		
		#29 posted by Christian Nordgren on 2016/04/19 23:19:09 That was some tense weeks but finally made it through and with us a pretty neat game!
  Video: https://www.youtube.com/watch?v=8KWcy2fdnEQ  Game: https://itch.io/jam/lowrezjam2016/rate/62924  I was a bit skeptical making a 64x64 fps at first, mostly the limiting view of the game, but I am really proud of what we finally arrived with even thou we aimed higher!
 
  Thanks for letting me part of this project khreathor! :)  
		
		#30 posted by mankrip  on 2016/04/20 00:20:50It turned out great. Congrats!
 The 3D enemies also turned out better than I expected.
 
		 Deadlocked looks great! :)  
		 Update #32 posted by khreathor  on 2016/04/20 03:40:43Thanks guys!
  I've updated builds. Few patches and Mac/Linux builds.
  I'll repost links again:
 
  Here you can vote: 
 https://itch.io/jam/lowrezjam2016/rate/62924  Here is game's page:
 https://khreathor.itch.io/deadlocked  (Can admin update first post to have links for the future readers?)
 
  Thanks again to Chris for helping me in development :)
  Now we are thinking what to do next. Probably leaving 64x64 resolution and moving to something a little bit higher is a next step ;) Anyway... I think we have a good start to make this baby even better.
 
  Cheers!  
		 This Is Awesome #33 posted by killpixel  on 2016/04/20 05:46:30maybe the next one will be 16:9?  
		
		#34 posted by Spirit  on 2016/04/20 11:53:10ESC goes to menu, ESC again quits the game instead of leaving menu. Nooo!  
		 Khreathor How do you vote??  
		 Very Cool #36 posted by Rick  on 2016/04/20 12:39:48That looks far better than I ever imagined it could. Good job and congratulations.  
		
		#37 posted by khreathor  on 2016/04/20 16:16:29#33 - We're thinking about modifying it to proper aspect and resolution.
 #34 - yeah, sorry for that, menu functionality was written on rush.
 
 #35 - I'm afraid you have to be logged in.
 
 #36 - thanks :)
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