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Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 3:13 pm
by epicasian
artgames wrote:
epicasian wrote:
artgames wrote:
epicasian wrote:Well, you're kind of earning the insults since you are bashing someone's hard work on your first post. And it's called "programmer's art" dude. Not many programmers that I know are skilled in art and programming, nor have the time to improve both skills. Don't get me wrong, I'm not trying to piss you off, it just pisses me off seeing bashing with no constructive criticism.
Well... have you seen the "lighting"? I'm trying to say it's pretty pointless the way he has it right now.. it should be changed. That is all.
I'm not bashing his work.
Well, personally, I think the lighting is a cool addition; I mean, what fun would a zombie game be when you can see where the zombies are?
Yeah but the lights are static circles.. vehicles have headlights, there should be two. All I'm saying is the lighting needs a lot of work.
I know most people here don't want to step up to the plate and call out bad things in someones work but someone has to do it. Simply saying "oh good work keep going!" isn't really useful criticism.
I see what you mean. But in Tinychat, Austech said he would implement a better lighting system when he gets more done (IIRC).

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 4:20 pm
by TheAustech
artgames wrote:This doesn't look too great to be honest, you need real artwork, and the lighting seems pointless. Just my two cents.
I can't get better art work at the moment. I'm not a sprite artist, or any good at spriting at all. I'm currently focusing on things doing what they are suppost to do. The player and zombies are almost fully functional.

The lighting is messed up because I never did lighting at all. These static circles are my first attempt of adding lighting in a project. But as epicasian said:
epicasian wrote: I see what you mean. But in Tinychat, Austech said he would implement a better lighting system when he gets more done (IIRC).


This is true. But I'm not sure when.

artgames wrote: So now I'm a noob? Do I have to make a game with circles and shitty vehicles with pointless lighting to be respected?
Okay you got me there. The vehicles are shitty.
The lights aren't pointless. They're just not perfected. The lights emit light. Just forced to static circles.


artgames wrote: Well... have you seen the "lighting"? I'm trying to say it's pretty pointless the way he has it right now.. it should be changed. That is all.
I'm not bashing his work.
artgames wrote: So now I'm a noob? Do I have to make a game with circles and shitty vehicles with pointless lighting to be respected?
Who;s game ya talking about then punk? ;)



Nah it's cool. It actually reminded me to fix the lights eventually. I practically forgot. Thanks. : )

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 4:59 pm
by MrDeathNote
artgames wrote:This doesn't look too great to be honest, you need real artwork, and the lighting seems pointless. Just my two cents.
Look man, have you ever made a game? Do you know what your talking about, from what i see i'd say no. Don't say your not bashing his work when you are. A game needs to be prototyped, if you look at gears of war when it was being developed the terrain obsticles where just cubes. If you have no useful input then don't say anything. Everything you have said is already known, the game isn't finished, this is a working prototype so please fuck off and stop posting negative comments. When you say the art isn't good (it isn't fucking finished), when you say the lighting isn't good (it isn't fucking finished), when you say the vehicles aren't good (they aren't fucking finished), am I getting through to you?
TheAustech wrote: Nah it's cool. It actually reminded me to fix the lights eventually. I practically forgot. Thanks. : )
What are you talking about, you don't have to take this or even be polite. You have made considerable progress. If you can name one point he raised that you weren't already aware of then i'll take it all back.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 5:11 pm
by TheAustech
MrDeathNote wrote: What are you talking about, you don't have to take this or even be polite. You have made considerable progress. If you can name one point he raised that you weren't already aware of then i'll take it all back.
Well, I was aware of all these things. But I don't know. Perhaps I could of fixed up some things before I showed it off.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 5:13 pm
by dandymcgee
artgames wrote:So now I'm a noob?
Yes, you had 1 post at the time.
artgames wrote:Do I have to make a game with circles and shitty vehicles with pointless lighting to be respected?
No, but you do need more than a single post that involved you telling someone how much their project sucks when you have absolutely no name for yourself on these forums.

Although I dislike the way you presented your criticism, I apologize for jumping to conclusions based on that single post (I was almost certain you were a bot/spammer).

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 7:50 pm
by TheAustech
This is a little progress of the new type of light.
Image
Image

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 7:56 pm
by epicasian
That looks awesome! Just wondering but does SFML have a built in antialiasing system?

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 8:21 pm
by TheAustech
epicasian wrote:That looks awesome! Just wondering but does SFML have a built in antialiasing system?
Actually yes! :D
And I just fount out now because of you, thanks :P

Here's some sample code:

Code: Select all

	sf::ContextSettings settings;
	settings.AntialiasingLevel = 16;
	window.Create(sf::VideoMode(800, 600), "Zombie Outrage 2", sf::Style::Close, settings);
Image That's with the Antialiasing level at 16. (above code)


Image With the level at 1

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 8:36 pm
by epicasian
Are you using SFML's primitives for the characters, and car? Also, I've heard SFML animated sprites are a lot harder to implement than SDL ones.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 8:52 pm
by TheAustech
epicasian wrote:Are you using SFML's primitives for the characters, and car? Also, I've heard SFML animated sprites are a lot harder to implement than SDL ones.
Yeah, I'm using the sf::Shape::Rectangle for the car and the sf::Shape::Circle for the characters. And as for animated sprites, I don't think it would be hard for an animated sprite. I would personally make a class that holds a container or sprites, and have a delay variable and have a step function that loops through each one after a certain amount of time.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 8:58 pm
by epicasian
TheAustech wrote:
epicasian wrote:Are you using SFML's primitives for the characters, and car? Also, I've heard SFML animated sprites are a lot harder to implement than SDL ones.
Yeah, I'm using the sf::Shape::Rectangle for the car and the sf::Shape::Circle for the characters. And as for animated sprites, I don't think it would be hard for an animated sprite. I would personally make a class that holds a container or sprites, and have a delay variable and have a step function that loops through each one after a certain amount of time.
Do you mean have each frame be a different image? If so, wouldn't that be memory inefficient? I'm still very new to SFML, so bear with me lol.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 9:20 pm
by TheAustech
epicasian wrote:
TheAustech wrote:
epicasian wrote:Are you using SFML's primitives for the characters, and car? Also, I've heard SFML animated sprites are a lot harder to implement than SDL ones.
Yeah, I'm using the sf::Shape::Rectangle for the car and the sf::Shape::Circle for the characters. And as for animated sprites, I don't think it would be hard for an animated sprite. I would personally make a class that holds a container or sprites, and have a delay variable and have a step function that loops through each one after a certain amount of time.
Do you mean have each frame be a different image? If so, wouldn't that be memory inefficient? I'm still very new to SFML, so bear with me lol.
Oh, nonononnoo. :P

In sfml I could load one image (the sprite sheet). And make a couple sprites. And with the SubRect() function, I can set a sprite to a certain part of the picture. But, if I were to have an image for each sprite, then I would probably have a class that held a container of sprites and a container of images.

Each frame would be a different sprite in the container until it reaches it's end, then it will go back to the start of the container.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 9:54 pm
by eatcomics
hey austech... Didn't say sweet update earlier, I'm working on dreamcast development and was kinda busy... I've kinda slowed down on stuff now and thought I'd pop in and say.... I WANT THAT BETA! lol

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Fri Sep 17, 2010 10:17 pm
by WSPSNIPER
eatcomics wrote:hey austech... Didn't say sweet update earlier, I'm working on dreamcast development and was kinda busy... I've kinda slowed down on stuff now and thought I'd pop in and say.... I WANT THAT BETA! lol
seconded!

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sat Sep 18, 2010 9:57 am
by pritam
artgames wrote:Call it useless if you will but I was just stating my opinion, even if you do/don't agree I don't see how it's a useless post..

(FYI ART is my initials, so its ARTgames, i just forgot to capitalize it :P)
I wasn't specifically refering to your post, and your post did have a point like I mentioned before.

Something I left out on the earlier post, this is actually a good way to go because you get a base of the game done and can at any other time implement some nice graphics. You're not stuck because you don't have graphics, you just move on until the opportunity arrises.