| 3012 (formerly known as NAG) | |
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+13Smidy yokcos700 Gamr KnockKnub McTater TrooperJB Sane Therealattacka Pancake101 DaMasterer MrStraw1234 Hammerman1234 8thkill 17 posters |
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KnockKnub Global Admin
Posts : 94 Credits : 976 Join date : 2010-09-01
| Subject: Re: 3012 (formerly known as NAG) Sun Nov 21, 2010 9:51 pm | |
| I'm working my ass off with this game. I found most of my lost stuff (microsoft search ftw) and yet, I've gotten no news, no betas, nothing of any kind. | |
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Hammerman1234 Senior Member
Posts : 68 Credits : 100 Join date : 2010-09-04 Age : 24
| Subject: Re: 3012 (formerly known as NAG) Sun Nov 21, 2010 9:53 pm | |
| Oh wait, I forgot, you aren't part of the DropBox? I can give you a beta to test with us if you want. (Knub) | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Tue Nov 23, 2010 1:00 pm | |
| Hey guys, I do have a computer where I am, but I can't use dropbox so I won't be able to code...
Sorry DaMasterer, yeah the folder is a mess atm because I was rushing to get allot of stuff done before I had to leave. You can find the latest 3012 in Misc\Beta 1\New Stuff\3012. Feel free to do some sprite coding if you want. We use game maker 8 so there shouldn't be any problems. | |
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MrStraw1234 Senior Member
Posts : 82 Credits : 119 Join date : 2010-09-04 Age : 31 Location : Virginia
| Subject: Re: 3012 (formerly known as NAG) Wed Nov 24, 2010 7:59 pm | |
| Story is almost nearing 3012, AD. =D | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Wed Nov 24, 2010 8:09 pm | |
| Good Job so far dude | |
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Pancake101 Junior Member
Posts : 43 Credits : 48 Join date : 2010-09-27 Age : 113
| Subject: Re: 3012 (formerly known as NAG) Fri Nov 26, 2010 4:44 pm | |
| Oh wow.. I forgot about 3012 again.. I don't think I can doing anything here anymore.. xD if you want just remove me from the list. | |
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Vezok Member
Posts : 19 Credits : 19 Join date : 2010-10-23 Age : 29
| Subject: Re: 3012 (formerly known as NAG) Wed Dec 01, 2010 5:50 pm | |
| Sorry for the delay. New Weapon sprite. Idc what kind. All together now. I think we should just use one type of arm. You should still keep it in two pieces of course, but I'm not making any more variants of them. Dear 8th, My e-mail issue now is simply a matter of whether or not I can trust you. Love, Vezok. | |
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KnockKnub Global Admin
Posts : 94 Credits : 976 Join date : 2010-09-01
| Subject: Re: 3012 (formerly known as NAG) Wed Dec 01, 2010 5:53 pm | |
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DaMasterer Member
Posts : 22 Credits : 22 Join date : 2010-09-22 Age : 28
| Subject: Re: 3012 (formerly known as NAG) Wed Dec 01, 2010 6:53 pm | |
| Holy crap... Do you guys know how hard this is going to hit people with old video cards? Just the players themselves must take up like 20-40 triangles, which is a lot in Game Maker. I hope you know what you're doing... | |
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Vezok Member
Posts : 19 Credits : 19 Join date : 2010-10-23 Age : 29
| Subject: Re: 3012 (formerly known as NAG) Wed Dec 01, 2010 7:15 pm | |
| Not necessarily. You see, the image you have here is quite scaled up and is made up by several sections (sections actually designed to be spaceship parts) The dude your looking at now consists of a little more than 15 of these sections. With some of them being covered, make that 10. The game I took them from is of decent size, and can smoothly run a battle of 10 vs 10 ships. Each ship averages about 20-30 sections, and it incorporates sections that are depthed into the game (unlike what you see), plus other features. That being said, the sprites won't be as consuming as you say. | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Thu Dec 02, 2010 5:31 pm | |
| Great work, I'll split the rest of it up so players can interchange their character's parts along with coloring each part seperately.
Also we have auto turrets now, Vezok would you mind making a topdown version of a turret? The one I made looks like shit. :p | |
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Vezok Member
Posts : 19 Credits : 19 Join date : 2010-10-23 Age : 29
| Subject: Re: 3012 (formerly known as NAG) Thu Dec 02, 2010 8:18 pm | |
| OOO Autoturrets. Would you like that dual or single barreled? Also should I make it completely covered or should I incorporate a player in there?
A suggestion; Perhaps use the sprites you had before mine as a "low detail" setting? ...not really important however. | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Thu Dec 02, 2010 10:35 pm | |
| Maybe both Dual and Single, also it should be the turret base and the gun seperate, the gun will rotate the base will stay still and the sprite won't need to contain the player since for now they are auto and not player controlled. | |
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Pancake101 Junior Member
Posts : 43 Credits : 48 Join date : 2010-09-27 Age : 113
| Subject: Re: 3012 (formerly known as NAG) Fri Dec 03, 2010 5:09 pm | |
| I'm amazed at your spriting skills, Vezok. ;D | |
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Vezok Member
Posts : 19 Credits : 19 Join date : 2010-10-23 Age : 29
| Subject: Re: 3012 (formerly known as NAG) Fri Dec 03, 2010 5:22 pm | |
| Meh, It's more like this game. Anyways, I has your turrets Trooper. Didn't have time to do successful crop jobs, so this meager one should do. I'm only assuming you want the head to move but the base to remain stationary?Edit* Duh | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Fri Dec 03, 2010 6:08 pm | |
| Excellent work I'll replace the sprites now, and don't worry about cropping. That is easily accomplished. | |
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DaMasterer Member
Posts : 22 Credits : 22 Join date : 2010-09-22 Age : 28
| Subject: Re: 3012 (formerly known as NAG) Fri Dec 03, 2010 6:33 pm | |
| Hey Vezok, about those sprites... Have you ever programmed in GM 3D? You draw a couple of blocks and *poof* instant performance drop. In Adrenaline, the players only consist of FOUR triangles (player head+player body). Anyone want to argue that ADR is not extremely graphics-intensive? The thing is, all GM graphics functions are EXTREMELY slow, regardless of the size of the sprite or anything. Drawing that many sprites is a huge risk, and it will make things harder if you want to add more awesome, more graphically demanding features (such as lighting). Trust me, be careful with your triangles, or it will come back to bite you. | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Sat Dec 04, 2010 10:55 am | |
| All players outside of your view will not be drawn, and most instances that are uselesss when not seen will be deactivated this will improve performance enough to not worry about sprites. | |
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DaMasterer Member
Posts : 22 Credits : 22 Join date : 2010-09-22 Age : 28
| Subject: Re: 3012 (formerly known as NAG) Sat Dec 04, 2010 10:59 am | |
| Still, I'm just saying... I worked a bit on a map editor for ADR (it's seriously incomplete), and all I had in place was lighting, a grid, the blocks, pickups, and spawns. With JUST THAT, I'm barely able to maintain 60 FPS. I'm not saying you CAN'T use that many sprites, it's just that it isn't really necessary when you can merge them into one or two and that if you don't want to do that you are going to have to be EXTREMELY careful. Plus, if I follow you correctly, almost everything is going to have more sprites than it needs. Be careful PLEASE. | |
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Vezok Member
Posts : 19 Credits : 19 Join date : 2010-10-23 Age : 29
| Subject: Re: 3012 (formerly known as NAG) Sat Dec 04, 2010 12:09 pm | |
| No, I haven't DaMasterer. But you wanna know what? The game I mentioned earlier was. Anyways with some programming magic that I still don't understand, it will be fine. | |
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8thkill Global Moderator
Posts : 270 Credits : 338 Join date : 2010-09-04 Age : 29 Location : Western Pennsylvania
| Subject: Re: 3012 (formerly known as NAG) Sat Dec 04, 2010 6:36 pm | |
| Sorry I've been absent, I've been taking Vicodin (lol) because i just had my wisdom teeth removed. I'm starting to feel better so I might be on more often. | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Sat Dec 04, 2010 10:13 pm | |
| @DaMasterer Thanks for the headsup, I belive the only objects that will be overusing sprites are the player objects. If it becomes a problem, the sprites can easily be single instead of slipt up and players will have to miss out on that customization feature. @8thkill Good to hear, wb. | |
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Vezok Member
Posts : 19 Credits : 19 Join date : 2010-10-23 Age : 29
| Subject: Re: 3012 (formerly known as NAG) Fri Dec 10, 2010 9:02 am | |
| Hey, I just realized i don't have this game. Anyone feeling generous? | |
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TrooperJB Junior Member
Posts : 31 Credits : 61 Join date : 2010-10-09 Age : 113 Location : Reflect Games
| Subject: Re: 3012 (formerly known as NAG) Tue Dec 14, 2010 4:00 pm | |
| Hey guys, I did some major updating this week. I think the game is ready to be released for its first beta, let me know if you think it is worthy. I am not sure how available I will be this month but I will try to check the forums as often as I can. | |
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KnockKnub Global Admin
Posts : 94 Credits : 976 Join date : 2010-09-01
| Subject: Re: 3012 (formerly known as NAG) Tue Dec 14, 2010 5:37 pm | |
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