Yes, I curious about how you can do that so call “lightmapping” without a shader??? Or I’m so stupid asking that? Any way, the atmosphere is great IMO, I remind me of Quake 2 (old school guys)
@Momoko_Fan
Thank you ! Unfortunately, the enemies will be still temporary . So that permits me to let the surprise about the final ones !
@atomix
Thank you ! For the lightmapping, It’s “simply” some bitmap textures that I apply to my models . I must admit I don’t compute them myself, I use the great little soft FSRad !
Hello !
I finished theorically the last room (let there be rocks !) :
I must say I’m not really satisfied of the result, even if I spent 2 nights on it ! Nevertheless, I will let like this for the next demo and work it back later.
Last step : program the enemies .
It’s the texture on the stairs/planks that breaks it up too much. Way too plain. If you made the long one look like a plank, and the stair ones either stone or something akin to a rope bridge, or a bolted in wooden stairway or something, I think the scene would look way better.
That said, always better to push through the next big milestone, gogo demo
Ha ha ! Thank you for your advices, I totally agree with them : better textures and more details to break all these straight lines!
And actually, I think the demo will be online soon, in 2/3 days,
I finished the enemies behaviors, just have to place them in the map, add few objects and scripts, and here we are !
See you very soon …
Hey, thank you very much !!
I just saw myself and I must say it’s a great honor to be with these awesome games !
So now I have the pressure for the demo !
This is soooo unrelated (aside from I played the game and enjoyed it)…
But I can’t help but read the name of the game backwards due to dyslexia.
Makes for a laugh every time
Rechtans Shelf :?
@normen said:
Rechtans Shelf :?
your better than me somehow I got "flesh her snatch" :? :o 8O :roll:
Ha ha ! For me, impossible to pronounce the vowels : “fleshssnnshhhrrr !”
I see Snatch Flesher… :evil:
…for that our queer ninja is out of the game xD
Hello,
here we are, the new demo is online !
It’s playable on http://fleshsnatcher.sourceforge.net/demo/ .
The contents is the first part of the level 2, actually I plan to submit successively every levels as and when they’ll be made, to correct the defaults and/or improve the gaming experience, with your help.
So if you see problems, or things to change don’t hesitate to give your opinion no matter the aspect : bugs, technique, gameplay, design, graphics, sound, etc…
till then, good game !
PS : if you found the level 1 too easy, check this one !
@nics great work man, plays fantastic !
couple of small things I noticed :
- you can see the church ‘pop in’ if you walk from the back of the 2nd room(?) towards the stairs
- after clearing the first fight (outside the church), the door at the top of the ramp opens … well you can jump from that ramp over the rail get around the back of the church … and you can’t jump back over the rail once you’re up there.
- its a bit tough to tell when you’ve finally killed an enemy … in contrast to how super easy to tell when you’ve finished off a turret.
The entire thing is so tight though I was really pushing to find anything wrong to give feedback on.
Top stuff mate.
Hey, thanks a lot for your test, and your fast answer !
For the church pop, ha ha exact I forgot to set the visibility shapes correctly :roll: , it will be done.
For the rail jump, oops, that stinks a lot !! Thank you, I’ll correct it as soon as possible.
for the “monsters”'s death, that’s right I have to do something more visible, even temporarily .
I note all this down, and thanks for your encouragement .
PS : I just put the standalone version online, with also the current sources, on http://sourceforge.net/projects/fleshsnatcher/ .
Hello,
the release 2 of the demo is online ! It brings a few improvements and fixes, I hope, most of the defaults of the last one .
Inside :
- 3 difficulty modes
- checkpoints (only on easy mode)
- sniper-style zoom on the right-click
- collisions improvement
- level-design bugs fixed (trapped in the crypt, jump over the church rail)
- visibility bugs fixed
- enemies’s death more…visible
- background of the keys images transparent
- blood more natural (darker)
- upturned turrets in the crypt
- bug on turrets orientation fixed
And it’s always in test on : http://fleshsnatcher.sourceforge.net/demo/ . Of course, I still wait with joy your comments .
Hello, sorry to re-post but I have a little request :
According to certain problems which occur on Mac in particular, I just put online a new version based on LWJGL 2.8.3 .
Please, can you reload the game and tell me if all works fine ?
Ideally, if you have a Mac and tried to play unsuccessfully, can you retry now ?
(on http://fleshsnatcher.sourceforge.net/demo/ )
Thank you !
Cool, thank you !