Please login or register.

Login with username, password and session length
Advanced search  


Forum rules - please read before posting, it can save you a lot of time.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dudeldei

Pages: [1] 2 3
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 18, 2008, 10:34:16 PM »
Hmm, did I already mention that you actually have created a very nice game, worth selling? But what were you looking on a warez site again?  C:-) and beware of the russian mafia!  ::slug
Better  ::beer and not  investigate too much. You can always sue them when they want to sell your/their game in Europe.

Software and games / Re: trueSpace 7.6 now FREE for all
« on: August 18, 2008, 10:15:58 PM »
Truespace? Tried it, had some crashes, terrible UI, nice looking but very unproductive. And then they use two versions in one. Maybe in a few years. I then tried Blender again, wonderfull, fast, strange UI at first, but very very fast if you get the hang of it. Imported two very big files which even crashed xsi, ok it also crashed Blender, uses to much swapping space. Then exported from Rhino to dxf, and imported in Blender, wow, even the layer names remained intact. It took a while, but no crash and 10/10 result. It's a big architectural modell, and working with Blender is very very nice. Just download thise videotuts for getting started and on you go and safely. Have a look at Big Buck Bunny

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 18, 2008, 10:07:23 PM »
hmmm, very strange, I would understand the translation, but the different artwork in some cases, hmm? Well, simply ask them  ;D

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 18, 2008, 09:52:01 PM »
... maybe because they want to sell it? or simply get all the fame? shamefull behaviour IMO  ::thumbdown
Why not contact them and ask?

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 19, 2008, 07:49:05 PM »
Hmmm, difficult, like every Indie I think to have the greatest idea the world has seen  ;D

My plan is to finish a rudimentary but working and usable platform and then to look for some devoted teammates. Unfortunately I am not a super duper coder, so it will take some time.
I will send you some screenshots from my prototype (done with Blitzmax and MiniB3D btw). But please don't spread them. I know it's idiotic, but I'm really excited about this and would love to have finished it sometimes, even if it takes me some years (or until the children are at school ;) )

PS: But after the match  O0

PPS: How did you animate your characters? I usually use Animation Studio pro for this stuff.

PPPS: Reading what you expect form a 3d tool me think you could give Blitz3d a try or even better Blitzmax but then wait for the soon to come new fullfledged 3d module, all multi-platform of course. Unfortunataly the demo is outdated...

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 19, 2008, 12:30:25 AM »
Now that's cool, I really would have guessed you used some sort of 3d tool and then draw over it. Bravo ::thumbup

Unfortunately the missing shaders were the reason why I used blitz3d and it's proven workflow and it's maturity ;) it had to run even on the oldest graphic card, texture size was also a big issue, fortunately I could use dds. I once did an interactive vis with quest3D, it was terrible, only nodes that had to be combined and changes were a real pain, never again.

Panda3D is what I will be using for my main project, mainly because it's python and plattform independent. Neoaxis seems cool enough too, at least in the indie version.

But if you want to stick with 2.5D you might as well continue with WME as you already mentioned, at least this tool you know very well and it has served you fine.

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 18, 2008, 10:07:51 PM »
Schnuffel ist doch nett, richtig süß  ;D

I watched the making-of, very nice to see how you build the scene from many layers. What did you use? Plain Photoshop, or some 3d tool?

When your children get older and if you find the time (which is very hard, I know, even without children) then please DO pursuit your dream
Oh, I will, I have one BIG BIG dream I am working on for one year now, got the prototyp ready a few months ago (on my holidays with notebook) I always work best on holidays, when I can concentrate for several hours without interruption for two+ weeks. Unfortunataly we can't go on holidays as often as I'd like ;)
But besides this one Uberthing I do (people called me crazy and they are probably wright) I need some smaller creative tasks to keep me motivated. The trick is to keep it small enough...

About the 3D project: Actually, I don't see any other way.
I do understand you, and as much as I love 3D this is gonna be a really big task for you, but I'm sure you will find a way. BTW do you know Blitz3D or BlitzMax? I did my second realtime architectural presentation with Blitz3D, because my contractors wanted to serve very basic hardware-configurations. My workflow was XSI->Ultimate Unwrap 3d->Blitz3d. It's only DirectX7 but it's very compatible and easy to use. Maybe it's worth having a look..?

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 18, 2008, 07:47:37 PM »
Hi Schnuffel (woher der Name bloss kommt...??),

it's seldom the technique that makes a game looking great (->Crysis) it's always the person/the team using the tool that makes the difference. And it's not important how much of a tool you use as long as the end-result is so convincing.

Oh, and inspiration is never the problem I have (maybe overinspiration ;) ) but time, time, time.... (again 45 mins of my spare working time gone,because my baby woke up and my wife was out jogging  ::beer ) but it was my choice and it's great for a man to really live how ones children grow up, really top-cool, so no remorse, but I really have fun working, so... ;)

Have you ever thought about a little making-of, would be cool  ::rock

PS: I read your post about making a 3D adventure, are you really sure about this, haven't seen any atmospheric title yet, and I am in the 3D business too (mainly architectural vis) and it's terribly difficult to create movies or even worse real-time 3d with spirit. It's easier with stills, because I can use Photoshop a lot and fake fake fake.

Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: June 18, 2008, 06:06:03 PM »
I'm so sorry to bump this thread up again, but there is a good reason.... I hope ;)

Some times ago I wanted to create an adventure, looked around for a nice engine and finally found WME. I was so impressed by the work of Jan that I had to donate some little thanks immediately.
Unfortunately, well not directly unfortunately I 'suddenly' had no time at all to do an adventure ... I became father ... again :) ... and as i am a Homeworker/Houseman I can tell you : OMG, she (my baby) started off nice and quiet but now she keeps me running from 6 AM to 7 PM leaving me as a wreck afterwards... not to mention my tinnitus ;)

But to keep a long story short, I wanted to restart but, helas , had a look at AGS and even installed it... the many ready games as reference were nice and I was looking for a easy beasy solution but AGS didn't seem any easier than WME but they have many great references. AND NOW I finally come the the reason of the bumping! Searching for references done with WME was quite a struggle, either the link didn't work anymore, or the game always crashed, or the subject was too adulty, so there wasn't really any games showing me what WME could actually do, I was even near to really start out with AGS!!! BUT THEN ::rock I found Dirty Split!! and downloaded it and played it and WOOOOW!! That was THE reference I was looking for, no crashes, fantastic visuals, fantastic sound, fantastic story, lovely style, everything is so extreme cool I was really wondering why oh why I had to find it by chance?? IMHO the gaming list should be updated ASAP and this game should be mentioned at the top, even with a short interview and a making off maybe. What better reference does WME need??

So, ah yes, that was it  ::beer  0:)

Technical forum / Re: exporting character files
« on: November 26, 2007, 11:28:00 AM »
My offer still stands, or try out the demo. And you should make all your textures pow2, or else you will be getting big troubles especially with ati cards.

Game design / Re: How do pros create a design document?
« on: November 24, 2007, 11:44:54 PM »
I have to find a simple design not requiring much game system knowledge, and put it into computer readable form. I like to design RPG plots on paper ... old table gamers habbit.
oh , but only if it's not too much work... (I couldn't read what I have written after a while ;) )

Game design / Re: How do pros create a design document?
« on: November 24, 2007, 07:03:35 PM »
Do you have any examples for dialogues and r-maps?

Well I have two solutions, one is completing tasks and the other is gathering information. And for the latter one I intend to keep the chapters open.

Game design / Re: How do pros create a design document?
« on: November 24, 2007, 03:31:26 PM »
It's still  linear adventure. I have several chapters that are be closed within. But I can return to play the minigames or ask some questions I forgot to ask for the big context.

Couldn't find any info the casl-language. Do you have any links?

With RMaps, do you mean mindmananger maps?

Do you have any examples you could show?

Game design / Re: How do pros create a design document?
« on: November 23, 2007, 02:50:44 PM »
Ok, ich suche was kontextfrei verständliches raus.
Other details are added while writing the plot.
yes that's how I do it too. It's the best way for me to make the story logical and not forced. Of course I have to edit quite a lot, so there is a chance making an error too.

Do you normally draw a map or a flowchart after you've got the plot in detail?

How do you embed the puzzles and the dialogue-trees, I mean technically in your design document?

@NSC, yes of course, I thought in english, don't ask me why I didn't do a mind translation  ???

@Ordering, ah yes, well I'm not sure if I want to disallow going back to the old locations, and if it's only for playing the minigames again, hmmm

Game design / Re: How do pros create a design document?
« on: November 22, 2007, 02:32:29 AM »
du wärst erstaunt wie sinnvoll das sein könnte  O0  ::beer

ok much to read, the first link is very helpful.

Do you create the locations you would like first, or do you, like I do know, simply have a goal, a rough idea, and while you are writing the story evolves.

About the chapters, aren't chapters an ordering by time rather by location? Why didn't you make the structure




What are NSC's  :-[

Pages: [1] 2 3

Page created in 0.042 seconds with 19 queries.