Hard Light Productions Forums
Off-Topic Discussion => Gaming Discussion => Topic started by: Aardwolf on April 16, 2008, 02:47:49 am
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I'm making a sidescrolling game where you pilot a mech and explode stuff.
Most Recent Version
http://www.game-warden.com/masterpokey/Sidescroller/Sidescroller07.zip
Screenshots
(http://www.game-warden.com/masterpokey/Sidescroller/screen01.png)
(http://www.game-warden.com/masterpokey/Sidescroller/screen02.png)
(http://www.game-warden.com/masterpokey/Sidescroller/screen03.png)
Resource Credits
Mech texture: barely modified/extrapolated sprite of a level 1 enemy from Konami's "Cybernator"
Base tile texture: google?
Libraries: their respective creators
All else I can think of: me
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Works in wine :yes:
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Unfortunately, even after hours of optimizing my models and code, it still drops to 25 fps with many mechs on-screen at once.
The total mech model is 3770 triangles, and is drawn in a 3-5 pass render:
- Depth (Prevents overdraw of pixels but takes an extra pass)
- Diffuse
- Specular
- Emission
- Red Glow (Only done for submodels that need it)
So it's doing about 4x that in total triangles per complete mech!
I'm going to ask around and see if anybody who knows how to do it is interested in trying to reduce the poly-count further without losing quality.
Edit
Getting rid of the depth pass helped a lot! Hooray for stupid!
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you dont know how to do normal mapping yet do you? you could probibly drop to about 1k polies and a normal map and it would look about the same.
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I've done normal mapping of sprites, using cg shaders. However, sprites are a lot simpler than non-ortho polygons.
In other news:
(http://www.game-warden.com/masterpokey/Sidescroller/screen04.png)
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awesome. now you need some floating platforms to give you room to manuver, rather than having all the good guys shoot the bad guys through you.
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I changed the ground to look like you're on some wall or something, and added posts every few tiles.
New version!
(http://www.game-warden.com/masterpokey/Sidescroller/screen05.png)
And I was actually trying to make floating platforms, but it didn't work quite right. They may be in the next version, though.
Edit:
Oh, and I worked on collisions with the ground some... however, there is a slight loss of mech-mech collision quality.
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That one was a lot more fun. Did you grab the 3d shockwaves from fs for your game?
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Nice game!
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No, that's actually an old shockwave I made in HardPoint 4, made to look like the FS one, but not copied from it.
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Keep fleshing this out - then make it work with Xbox Live and get some royalties for your creation.