Poll

What Do You Think Of The Pre-Beta?

Great
7 (30.4%)
Good
2 (8.7%)
Decent
4 (17.4%)
Poor
5 (21.7%)
Need To Play Full Version
5 (21.7%)

Total Members Voted: 23

Author Topic: Epsilon Project - PreBeta Released! [11/16/2010]  (Read 18210 times)

Do not make the bullets glow, give the gun the flash at the tip when it is shooting.

I think the grenade one is fine.

I only gave bullets a light source so they're visible and stand out more. Also I'm working on the muzzle flash. I'm not sure if I'm going to code today because I'm tired. Very tired.

I only gave bullets a light source so they're visible and stand out more. Also I'm working on the muzzle flash. I'm not sure if I'm going to code today because I'm tired. Very tired.
I'm sure there is another way to get the bullets to stand out more.

The fog is overdone and the rain still looks very poor. The backgrounds could use more detail.

The fog is overdone and the rain still looks very poor. The backgrounds could use more detail.

I actually have other building sprites but I haven't imported them yet. Also I can't add more detail to the rain because Game Maker can only draw so many particles. I'll lower the fog a bit.

I'm sure there is another way to get the bullets to stand out more.

Such as?

I actually have other building sprites but I haven't imported them yet. Also I can't add more detail to the rain because Game Maker can only draw so many particles. I'll lower the fog a bit.

This is what I was concerned about; degrading the game's systems just to fit into the narrow allowances of the engine.

One idea to consider: have the rain sprite include multiple rain drops so you can get more drops on screen using far fewer sprites. Also, add an extra layer or two of rain of different scales to give the precipitation a sense of depth.

I'd recommend eliminating the fog. All it does is make the action and detail on screen hard to see, and it wastes valuable (apparently finite) particles.

Name: Zookuw (Steam) Benjamin Knowlton (Name)
Age: 14
Field Of Work: Level design
Experience: Well I have worked on Source SDK, and I went to camp to learn UDK.
Bios: Well I mostly just play my computer, eat, and sleep, pretty much like a zombie slave.


Edit: http://www.youtube.com/watch?v=QQcAUMEuUq8
Just on a side note.
« Last Edit: October 23, 2010, 09:02:36 AM by zookuw »

I can't wait for the AI's to be done.

Name: Zookuw (Steam) Benjamin Knowlton (Name)
Age: 14
Field Of Work: Level design
Experience: Well I have worked on Source SDK, and I went to camp to learn UDK.
Bios: Well I mostly just play my computer, eat, and sleep, pretty much like a zombie slave.


Edit: http://www.youtube.com/watch?v=QQcAUMEuUq8
Just on a side note.

Accepted!

This is what I was concerned about; degrading the game's systems just to fit into the narrow allowances of the engine.

One idea to consider: have the rain sprite include multiple rain drops so you can get more drops on screen using far fewer sprites. Also, add an extra layer or two of rain of different scales to give the precipitation a sense of depth.

I'd recommend eliminating the fog. All it does is make the action and detail on screen hard to see, and it wastes valuable (apparently finite) particles.

You have a fine point sir. I've actually been working on a new engine for the environment to allow more particles. I don't really know how I'm going to do it but I've been playing around with some methods. For the fog however I saved a lot of resources by drawing only in the client's view instead of the entire realm. I won't remove the fog since I think it adds an atmosphere but I will substantially lower it.


When would you like me to start?

You can start right now. Just draw out some concept art and blueprints and send them over when you can.

People still insult GM? Stupids.
« Last Edit: October 24, 2010, 12:42:23 PM by .::Taboo::. »

I suppose. I'll teach you the basics but there's no way in hell I'm teaching you everything. Even I'm still learning. For example, I just figured out how to do that grenade emitter.
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