Horror Manor - Platform
Re: Horror Manor - Platform
This game just keeps getting better and better
this really looks promising you really should continue working on this + dark crypt
because this is really going to go far
this really looks promising you really should continue working on this + dark crypt
because this is really going to go far
Re: Horror Manor - Platform
Btw could check this project out
A game project I made myself here:
https://mega.nz/#!2xNWmAJa!YXwhOWZFz-M1 ... 47h07RCA_s
It's currently has a codename Project bumie !!! The true name will be revealed once the game is 60% done. Right now it's like 0.06% complete
The game is meant to be GTA style game and a plat former
Give it a try then give me some feedback
Enjoy
A game project I made myself here:
https://mega.nz/#!2xNWmAJa!YXwhOWZFz-M1 ... 47h07RCA_s
It's currently has a codename Project bumie !!! The true name will be revealed once the game is 60% done. Right now it's like 0.06% complete
The game is meant to be GTA style game and a plat former
Give it a try then give me some feedback
Enjoy
Re: Horror Manor - Platform
Make a separate topic for your game here in Game Design and we can continue there.
I run the demo and went as far as the area inside the red tunnel dead end after the bridge over the green liquid.
You got to use far clip distance and distance fog because right now the speed goes down when you go far and i guess it renders everything you left behind no matter how far it was.
One difficult area was to jump over the gap above the chocolate like pool to reach the ladder.
It is just too far to cross over and it took many tries and hovering over the edge to make the jump successful.
I enjoyed the large area with the two robots far where you can shoot them with ease.
I would prefer if the robots get alerted when wounded and increase their sight distance and see you to fight back.
I would like more large areas like this Maddington- indoor or outdoor.
Put some lights and remove the default light because it is flat.
In the tunnels you can use spotlights that point horizontally across the tube passage to light them.
I say this in case you want to avoid placing many small lights inside each tube.
The bigger the walls the larger scale you got to use on the texture othewise the pattern fades when it is small.
Try the big metal plates textures from the txl packs on the walls of the room with the two bridges.
I could not find any clue to end the level , kind of got lost so i quit.
I run the demo and went as far as the area inside the red tunnel dead end after the bridge over the green liquid.
You got to use far clip distance and distance fog because right now the speed goes down when you go far and i guess it renders everything you left behind no matter how far it was.
One difficult area was to jump over the gap above the chocolate like pool to reach the ladder.
It is just too far to cross over and it took many tries and hovering over the edge to make the jump successful.
I enjoyed the large area with the two robots far where you can shoot them with ease.
I would prefer if the robots get alerted when wounded and increase their sight distance and see you to fight back.
I would like more large areas like this Maddington- indoor or outdoor.
Put some lights and remove the default light because it is flat.
In the tunnels you can use spotlights that point horizontally across the tube passage to light them.
I say this in case you want to avoid placing many small lights inside each tube.
The bigger the walls the larger scale you got to use on the texture othewise the pattern fades when it is small.
Try the big metal plates textures from the txl packs on the walls of the room with the two bridges.
I could not find any clue to end the level , kind of got lost so i quit.
Re: Horror Manor - Platform
The sewer leval in the game was based on a level in Ratchet and clank 3.
There is no level after sewers and yes I will a make topic about the game I was working on myself since 2011
Could you do me a favour can you design a girl charter to where she can be playable in the game where she has rig and can carry weapons from the RF weapons. It's that bonnie girl from the menu I would you to design . I will even pay you myself
cus I would really need your help.'
Do you need more drawings ?
If you want we can take this to private messages just inbox me
There is no level after sewers and yes I will a make topic about the game I was working on myself since 2011
Could you do me a favour can you design a girl charter to where she can be playable in the game where she has rig and can carry weapons from the RF weapons. It's that bonnie girl from the menu I would you to design . I will even pay you myself
cus I would really need your help.'
Do you need more drawings ?
If you want we can take this to private messages just inbox me
Re: Horror Manor - Platform
You can make the demo more playable by doing some changes.
1.Place arrows pointing to the direction you have to go-easy,if there is no texture,make it with a box and a ramp/stairs for the point.
Because you get lost and it gets boring too soon and all would quit.
2.Use the far clip plane and fog from the Environment settup settings because it is too slow now comparing the low amount of polygons on screen.
3.If you do not want to scale up the textures on each brush then change the default level settings and increase the Texture scale a lot.
So far the textures are not easily noticed because they look too small and many times you can not tell where a wall ends and another starts.
It is too flat,and more so because there is no lights and shading.
4.Make it jump more by increasing the jump speed,maybe the speed a little and raise the ceiling so you the head does not bump on it.
Or make the gap distance to jump towards that ladder smaller-if you have not done it already.
For the moment the level building in the rf edit editor works okay for you although it can also be a mesh although it would take time to learn model meshes in a modeler.
It could also be done and tested with bsp like now and when it is done,to import it in a modeler as 3ds to make a staticmesh for it with its smooth curves,details and all.
Note that even if you had a 3ds max, the exporters work up to version 2011.
1.Place arrows pointing to the direction you have to go-easy,if there is no texture,make it with a box and a ramp/stairs for the point.
Because you get lost and it gets boring too soon and all would quit.
2.Use the far clip plane and fog from the Environment settup settings because it is too slow now comparing the low amount of polygons on screen.
3.If you do not want to scale up the textures on each brush then change the default level settings and increase the Texture scale a lot.
So far the textures are not easily noticed because they look too small and many times you can not tell where a wall ends and another starts.
It is too flat,and more so because there is no lights and shading.
4.Make it jump more by increasing the jump speed,maybe the speed a little and raise the ceiling so you the head does not bump on it.
Or make the gap distance to jump towards that ladder smaller-if you have not done it already.
For the moment the level building in the rf edit editor works okay for you although it can also be a mesh although it would take time to learn model meshes in a modeler.
It could also be done and tested with bsp like now and when it is done,to import it in a modeler as 3ds to make a staticmesh for it with its smooth curves,details and all.
Note that even if you had a 3ds max, the exporters work up to version 2011.
Re: Horror Manor - Platform
I only have milkshape plus I find 3dmax expensive and hard to use I more of a rfeditpro level designer
anyways I am make new topic for my proposed game
anyways I am make new topic for my proposed game
Re: Horror Manor - Platform
Those are some sweet trees.nice job.
Re: Horror Manor - Platform
The stage where you choose in which Manor levels to enter.
I could not find image host free and permanent anywhere yet,to use thumbnail hotlink .The one i had expired.
https://www.deviantart.com/velerans/art ... 1560777292
I could not find image host free and permanent anywhere yet,to use thumbnail hotlink .The one i had expired.
https://www.deviantart.com/velerans/art ... 1560777292
Re: Horror Manor - Platform
Man, does that look awesome!
Steve Dilworth - Resisting change since 1965!
Re: Horror Manor - Platform
Thanks a lot.After i uploaded i noticed it will look more good id i also light the east upper floor window.
The yellow glass and the vitro window is a separate staticmesh with more ambient.I dont even bother painting,since i change my mind too aften so,i created shapes for the vitro and assigned a palette texture and mapping placed the glass pieces on various colors of the palette.
I thought i had the notify when someone answers a new post checked and thought no one posted sorry for the delay.
The yellow glass and the vitro window is a separate staticmesh with more ambient.I dont even bother painting,since i change my mind too aften so,i created shapes for the vitro and assigned a palette texture and mapping placed the glass pieces on various colors of the palette.
I thought i had the notify when someone answers a new post checked and thought no one posted sorry for the delay.
Re: Horror Manor - Platform
Very Impressive Good work.
Equity_8RF0.1 ( Dedicated )
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
Re: Horror Manor - Platform
I had lost the project several years ago when the hard drive crashed before i backup it along other files.
The old screens from 2013 to 2019 are there.
https://postimg.cc/gallery/ZTjH7SD
I must make it from the start.I wish i have again the courage to work on it very simple as it started in 2013 to progress faster and make a demo much more easily than dark crypt,which i thought required many different environment models.
If i can make the dark crypt simple enough with less models ,i might progress it first,as i have the old demo from 2017 to use ready level templates.
I plan to convert the templates and hud and the rest from there to Horror manor,or might even try an older RF version with the old Hud ini settings,which were more simple,but the downside was that i think it did not have yet the larger resolution and when you went full screen it distorted the aspect ratio.
The old screens from 2013 to 2019 are there.
https://postimg.cc/gallery/ZTjH7SD
I must make it from the start.I wish i have again the courage to work on it very simple as it started in 2013 to progress faster and make a demo much more easily than dark crypt,which i thought required many different environment models.
If i can make the dark crypt simple enough with less models ,i might progress it first,as i have the old demo from 2017 to use ready level templates.
I plan to convert the templates and hud and the rest from there to Horror manor,or might even try an older RF version with the old Hud ini settings,which were more simple,but the downside was that i think it did not have yet the larger resolution and when you went full screen it distorted the aspect ratio.
Re: Horror Manor - Platform
This is some basic things I started in the modeller. Which one you like most? The one light has the advantage to use more steady lightning, the normal mapping needs for . Many dynamic lights (max 8 on screen) change light direction taking account only the nearest one,as the code was not finished.
The One Light version
In RF needs a staticentiy to cast the stencil shadow. The Static mesh needs high face subdivision to cast shadows, and still the shadow is jagged low res, and you need to raise the ambient and lose dark contrast.
So,i am just checking first for other options. I plan to use again clip collision brushes instead the staticmesh collision.
Many lights with fallow without shadows, which turns a bit too dark
I can yet not bring in game animations and characters yet because i can not export animations from Windows 10 with max newer than max 2012 with the old exporter since Windows 10 can not install so much old max .
i have to wait until i find a place to put the old computer, which and crashed several years ago.
As strange as it seems, I can not find the means for a table to put the old pc.
The One Light version
In RF needs a staticentiy to cast the stencil shadow. The Static mesh needs high face subdivision to cast shadows, and still the shadow is jagged low res, and you need to raise the ambient and lose dark contrast.
So,i am just checking first for other options. I plan to use again clip collision brushes instead the staticmesh collision.
Many lights with fallow without shadows, which turns a bit too dark
I can yet not bring in game animations and characters yet because i can not export animations from Windows 10 with max newer than max 2012 with the old exporter since Windows 10 can not install so much old max .
i have to wait until i find a place to put the old computer, which and crashed several years ago.
As strange as it seems, I can not find the means for a table to put the old pc.