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Post by Dashe on Oct 17, 2015 0:29:50 GMT -5
My only concern with the health bar now is that the picture of Yuna on the inside looks blurrier than the health bar itself. You're going to definitely want the resolutions to match in the final.
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Post by Rockman Striker on Dec 3, 2015 1:04:44 GMT -5
FINALLY!! My computer has emerged from the ashes and born into a stronger machine. I've finally received all of the components I've bought and get to build up my new machine once I got a break from job, and I gotta say I'm satisfied with the results so far, it's by no means a gaming pc but it can easily handle simple tasks my older computer used to struggle with. I'm eager to continue working on this project but I gotta fix some stuff before, for example, there seems to be some sort of bug I'm going to investigate, I don't know if it's from Blender or the OS (I'm using Ubuntu now) but for some reason, the screen begins to glitch once I run the game and then the game crashes. I'm using the same build of Blender from before because I already know how many troubles comes with working with newer versions as it had happened on the past.
Wish me good luck!
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Post by HF on Dec 3, 2015 2:07:59 GMT -5
FINALLY!! My computer has emerged from the ashes and born into a stronger machine. I've finally received all of the components I've bought and get to build up my new machine once I got a break from job, and I gotta say I'm satisfied with the results so far, it's by no means a gaming pc but it can easily handle simple tasks my older computer used to struggle with. This interests me. Show us pics of your new build once it goes live!
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Post by Rockman Striker on Dec 5, 2015 23:19:02 GMT -5
This interests me. Show us pics of your new build once it goes live! It's nothing impressive, really, I'm using a dual core processor and 4 gb of ram but it's a big improvement of my previous single core prehistoric processor and 512mb of ram... I've actually had to buy a new motherboard from gigabyte with an on-board GPU, this one is capable of rendering GLSL shaders so I might also use it to add a cell shading effect and (maybe) real-time shadows to the game, I can now record my desktop so I will finally show my progress on video. I also bought a new power supply since the old one was really noisy. I managed to fix the screen glitches simply by updating some drivers, but I found another bug, a segmentation fault happens whenever I press the jump key, I still have no idea why this is happening, as there are no errors on the code... Anyway, as I said before, I can now record my progress so I made a small video showing the camera modes and the buster gun level up system, check it out!
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Post by Rockman Striker on Dec 8, 2015 18:09:08 GMT -5
Hey everyone! I've managed to fix the segmentation fault that was crashing the game, all I had to do was to move the blender folder (Which I had on my Home folder) to a directory inside the root folder; Linux is a lot different from windows but I like it! Now that I fixed the problem I can keep working on the game, this means that I hereby declare this project as ACTIVE again! Let me show you the results of my recent experiments... The effect is a bit subtle but if you look closely you'll notice the outline on the model, I found a cell shading script on the web so I used it, and I really like the results, however, I have the feeling that this script will draw the outline of the 2d elements on the HUD as well, probably showing the border of the rectangles where the textures are, I gotta check that later. Next thing on my list: Tweaking some animations.
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Post by Rockman Striker on Jan 4, 2016 22:53:27 GMT -5
I decided to dual boot Windows and Ubuntu just because I need certain programs to make backups of my phone's system that are only available on Windows, so I formatted my hard drive to do so. After installing both operative systems and restored the project's file from Dropbox I've encountered a weird but funny graphical glitch, check it out: (WARNING! MAY CAUSE DIZZINESS)
The walls' textures seem to be missing, so the game engine casts whatever the camera is showing, it should be easy to fix I just wanted to show you this cool random effect.
In other news: I've found a working script that enables Lock-On function, previous script was broken on my current version of Blender.
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Post by Rockman Striker on Jan 27, 2016 1:03:43 GMT -5
I've been working on setting up a new lighting scheme in order to give the ruins that dark and mysterious tone seen on MML, but having the characters well illuminated at the same time: You may notice as well the new cell-shading effect I'm using now, this one looks smoother than the one I was using before, and I can decide what objects are going to be affected by the effect. Also, new HUD in action! And last but not least, I finally got time to sit down and finish my Wojigairon model, take a look at that bad big boy! Next comes the texturing, I can't wait to see how it will look like once finished!
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Post by HF on Jan 28, 2016 9:03:07 GMT -5
The stats-per-character reminds me of similar setups like Kingdom Hearts or EX Troopers to some extent. As for Wojigairon, this is gonna be good.
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Post by Rockman Striker on Feb 5, 2016 1:31:14 GMT -5
The stats-per-character reminds me of similar setups like Kingdom Hearts or EX Troopers to some extent. As for Wojigairon, this is gonna be good. I will admit I'm taking some kind of inspiration from Kingdom Hearts, you'll probably notice it when the first chapter is complete and you get to play it, but I'm trying not to stray too far from the original game's mechanics. Here it is! Wojigairon is now fully textured, watch it on it's enormous glory: Size comparison. It is really huge and I'm guessing it'll be a headache to animate and program correctly. I had some kind of wet day-dream where I was programming a boss fight like this... It probably won't work or will it? One last size comparison, I may increase its size a little more, I believe it looked larger on MML2, what do you think?
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Post by MegaTuga on Feb 5, 2016 15:42:23 GMT -5
It's head was as tall as two or three Megaman (I found this by the worst means possible, of course) So size-wise, it's good! Although it looks a bit.... colorful? It might be the lack of lightning in the boss chamber that made Wojigairon with more dark shades than usual so I'm not 100% sure. It could also be some rusting/charring texture mixed in there.
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Post by Avegodro on Mar 5, 2016 15:01:31 GMT -5
How about equipping them on both arms? That way one would be able to use the blade arm and the shield at the same time! I gotta make some kind of diagram for this. Let me read your idea anyway! Maybe I can figure out how to do it or I would make something similar if I can't. I apologize for taking so long to get back too you on this, I've mulled over it quite a bit. I was thinking that for the sword and shield combo that the sword would just be on the belt and you'd reach for it when you wanted too use it. Also my other idea would that be the buster would transform a bit to suddenly be the sword or shield, depending on which was equipped too the other arm. I'll get caught up on this thread and be sure too keep feedback and comments coming.
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Post by Rockman Striker on Mar 6, 2016 21:20:39 GMT -5
MegaTuga: It's definitely the lighting and the lack of a rusted texture; I'm kinda in a dilemma here: the reaverbots look way cooler because of those rust details on their textures, it gives them the feeling of being underground for ages, but on my game, reaverbots are supposed to be newer than in the original games, there could be also some sort of maintenance facility for reaverbots and anthro units alike on Elysium so I wasn't going to add rusted textures to them, but without the rust they look kinda ugly in my opinion. Thanks for your feedback Avegodro, I'll work on weapon creation and inventory design eventually, once I'm in that I'll tell you what I can or can't do about it. However, I may decide to restrict one special weapon per character in the end. For gameplay purposes, it will force the player to choose wisely which weapon to equip, as in the original games, but having the benefit of having two characters this time, as it may decrease the need to go back and change weapons in case you need another one. I've got news from the project, with a video showing my recent work, check it out! As always, any question or suggestion is welcome.
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Post by Rockman Striker on Mar 13, 2016 17:13:00 GMT -5
I've come with another video, this time showing how I made the 3D model for the third most scariest reaverbot on my list: Poh
It was pretty easy to do as you may imagine since it's basically a cylinder with some sort of human form. I'll record later how to texture it and how to model its second form.
Any questions about 3d modeling in general?
In another subject: I'm also setting up a list where I'm writting some default stats for each character and reaverbot in order to have all the values organized and to try to balance the damage and defense per character. I've come up with something like this:
Each character has some stats like, Max HP, ATK (Physical strength) and defense for each element (Physical, Blast, Flame, Electricity and Laser). I'm setting up default ATK as 10 for Sera for example, so a simple Horokko has 2 points of Physical defense, the total damage received by one attack from Sera will be: ATK - DEF = 8. And so on.
I'll try to keep this formula simple, I don't want to let my imagination fly too high I can't reach it.
Each girl's stats will be enhanced by buying and equipping certain parts or "modules" just as in MML, For example, equipping one "Power unit S" will increase ATK a small number, say 10 points, same with each DEF, instead of buying armor or clothing that is able to increase defense against certain elements, there will be special parts that do the same effect.
Elemental damage will not work the same way, as this stats will be linked to the actual special weapons, so if you want Yuna for example, to inflict Flame damage you'll have to equip a weapon that has that property.
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Post by Rockman Striker on Mar 23, 2016 16:02:18 GMT -5
I was watching my old photobucket albums the other day, and found some designs I've made back when the DevRoom was having the reaverbot design contest, I drawn two reaverbots for that: The first one is this tall guy, it's supposed to be twice Megaman's height. I wanted to make a creepy reaverbot, similar to the Poh but being more aggressive, the face supposedly resembles a mask, like those used on theater shows -one that smiles and the other one cries- so the head rotates according to his state (Idle or attacking) showing two faces. The chainsaws are there just to make it look even more scarier, but now that I think about it, it kinda breaks the reaverbots overall design. (Not to mention the face is similar to a hockey mask, plus the chainsaws and you get a "reavertized" version of Jason) This is its idle state, it slowly walks while dragging its chainsaws (or claws if I may redesign it later) on the floor. The wings on its arms where a bad idea. And last is this one here, it may be half the height of Megaman, and as I imagine it, it would move really fast, its main attack would be to jump and slash right on the face. Again, the claws seem a bit off so I may adjust them to the average reaverbot look. I may include them on TMS because I really like those designs, what do you think? I'm kinda bad to choose names, so what names would you give to them? Do you have any rejected DevRoom designs that you want to show here? I want to include a few original reaverbots on the game so you can help me with that.
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Post by HF on Mar 23, 2016 19:24:09 GMT -5
Appropriately, the first guy does bear a striking resemblance to Skull Man EXE.
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