Renzatic on 21/6/2018 at 19:37
So I bought that thing for Blender I showed off a couple pages back. It's amazing just how damn fast it is. If you want to do mechanical and/or futuristic stuff, it's practically a godsend.
I did this in under an hour, which isn't bad considering I'm still new at it. Doing it the old fashioned way with quads, and edge loops, and bevels, and all that good stuff would've taken me at least 3 times as long. Though if you want to bring it into a 3D engine, you'll still have to retopo it, though that's easy once you got the base geometry down.
...and no, I don't know what it is.
[ATTACH=CONFIG]2480[/ATTACH]
WingedKagouti on 21/6/2018 at 21:05
Quote Posted by Renzatic
...and no, I don't know what it is.
Could be a fancy toilet paper holder.
Starker on 22/6/2018 at 05:47
It's very obviously a thingamabob if I ever saw one.
Renzatic on 22/6/2018 at 06:37
I'm going with toilet paper holder. It fits.
Pyrian on 24/6/2018 at 01:35
Quote Posted by Renzatic
Pyrian, what kind of game is that gonna end up being? Pure action, or what?
Yeah. Modernized Asteroids. Story, missions, powerups, upgrades, damage model. But still action in its core gameplay.
Renzatic on 1/7/2018 at 05:06
I dunno if you're being funny or not, but if you could actually run your game on an oldschool PC, that would be rad as hell.
So me? I've been practicing 3D character design, to somewhat mixed results. Even for the fairly simple designs I have in mind (the weird kids back on page 83), giving a character actual character takes a good deal of skill and practice. Until I get the hang of things, which could be a minute, it's holding up my little webcomic project.
Though on the plus side, I have learned quite a bit more about rendering techniques and postprocess touching up in between my bouts with sculpting and boxmodeling heads. It's been such an iterative process for me. I do something alright, try something else, come back to a previous bit, improve it to even better standards of alright, move on to something else, return to old projects, etc. etc. etc. But hey. I am improving. So there is that. Each time, I eek a bit more fined tuned refinement to my style.
By now, I think I've rendered at least 80 shots of that damn house.
henke on 1/7/2018 at 08:48
Oh God, oh Jesus. Well, I nudged you towards actually making this thing so I suppose now I have no choice but to play it.
edit: well, that was <strike>mercifully brief</strike> I mean FUN
Seriously, solid work. Well done, Zerker. :)
Renz, you gotta run it with DOSBox.
henke on 1/7/2018 at 10:13
[video=youtube;DiiYL6Tzuh0]https://www.youtube.com/watch?v=DiiYL6Tzuh0[/video]
Zerker, I (
https://www.youtube.com/watch?v=DiiYL6Tzuh0) uploaded this and linked the download file in the description, I hope that's ok.
Zerker on 1/7/2018 at 11:28
Quote Posted by Renzatic
I dunno if you're being funny or not, but if you could actually run your game on an oldschool PC, that would be rad as hell.
No joke. It's written in C and compiled with Open Watcom as a native DOS executable using actual CGA display modes. I ran it through the debugger to grab the memory usage, which was about 200 KB. I also slowed my computer down as much as possible (disable L1 cache + ACPI 1/8 speed throttle) to confirm it was still generally playable. By doing so, I confirmed it should generally work on an original IBM 5150 (as long as it had enough ram).
I also coded it solely on my Pentium III-450, running MS-Dos 6.22 and Windows 3.11. I used the Watcom editor for most of my coding, with a bit done in classic "Edit" as well. Incidentally, I opted for distraction-free coding, so that was the only machine powered on at any given time. Background music therefore consisted of MIDI files, Tracker music, and CD-Audio.
Henke, that's fine, no worries. Due to the whole Konami IP thing, I wanted to generally limit the distribution, but I don't think it's likely to blow up from the odd Youtube video.