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 - Schala Zeal

Pages: [1] 2 3 ... 118
1
Fan Art / Re: Scha-La! Head Schala!
« on: September 06, 2020, 08:45:46 pm »
Nice blend of CG! I saved a copy

2
General Discussion / Re: My projects from game dev school
« on: September 03, 2020, 06:27:24 pm »
Pickle Track 10, Lunar (Zoo)Lander and Tanks for Nothin' are now online. Updated the OP. I plan to go back and add AI to player 2 in my first two games this weekend I hope. It's not part of the lessons, but I wanna make them more fun.

UPDATE: Latest lesson is a platformer, and the teacher explains how to do a Mario clone. I'm going the extra mile and making a metroidvania. I'm using some Crimson Echoes sprites since these character designs aren't owned by some faceless corporation. This is also my first game with multiple screens, so I've done a credits screen, too.


3
General Discussion / My projects from game dev school
« on: September 02, 2020, 01:05:36 am »
So I started a vocational game dev school today, and I've been trying to get a head start on lessons so I already have two games on my itch.io. I'll post more as I progress through the school year. So far, they have me starting on a 2D game engine called Construct 3, which I can certainly appreciate for what it is. Both these games are in-browser, but I could look into a desktop port if enough demand is present.

Also, note, the school gives higher grades for creativity, so... I've been doing that to the extent it hardly resembles the lessons, hehe.

Balls of Space: Lesson told me to make Pong. While I followed the instructions, I also deviated and made a strange Spaceballs parody soccer game. Version 1.3 adds AI to player 2 and mouse support!

Binny Schuut: The first lesson started me with Spacewar, which is a simple shoot the other spaceship game. I took that, and made... whatever the fuck this is.

Lunar (Zoo)Lander: I just had to bastardize Lunar Lander. This is NOT, in fact, a game for ants.

Tanks for Nothin': You like tanks? Great! You'll find this annoying lol. Now with AI!

Pickle Track 10: This one was difficult to screw with, I'll admit. Gran Trak 10....

Unnamed Metroidvania: Instead of doing a Mario clone like the platformer lesson says, I'm going the extra mile and making a metroidvania. For this, I am using some original art/music from Crimson Echoes, and crediting them as needed now that I know how to do multiple screens. I still struggle with pixel art and I love the work done on CE, so I figured I'd put them in a non-commercial non-IP-infringing game. Even dropped $25 on a silly voice pack one of my favorite Twitch streamers made, for this.

Also, I glanced at what's ahead. Upcoming lessons are platformer (Mario), Snake, and adventure (Zelda), among others. I have a pretty good idea of what I want to do for some of them:

- Adventure/Zelda: Either turn-based combat or if I have enough of a spritesheet, the early Tales real-time side scrolling combat system

4
Kajar Laboratories / Re: Heightmaps
« on: July 16, 2020, 10:33:28 pm »
Sounds like they'd cost a pretty penny...

5
Kajar Laboratories / Re: Heightmaps
« on: July 14, 2020, 11:58:17 pm »
Awesome! Are you rendering these in a program?

6
Kajar Laboratories / Re: Heightmaps
« on: July 12, 2020, 05:59:12 pm »
Oh wow! Nice job! Uhm... if possible, can I have it in 4097x4097?

7
Kajar Laboratories / Re: Heightmaps
« on: July 11, 2020, 08:36:49 pm »
I see. Well, I was able to cover up the holes with patches a bit roughly, but rendered out, you can't really notice them

8
Kajar Laboratories / Re: Heightmaps
« on: July 07, 2020, 04:58:26 am »
@cymorg: I'm a beginner-to-intermediate with Blender 2.8's shader nodes. Since posting this, I tried my best making my own heightmaps by doing the following:

- Set the render colouring profile from Filmic to Standard for more accuracy
- Set the render output format to OpenEXR with full 32-bit float for the same reason
- Set the camera mode to orthographic and placing it above the map mesh pointing down at it like a bird's eye view
- Positioned and scaled the map mesh to be sitting on the grid of the viewport
- In the shader editor, created the material seen in the attached screenshot. Blender takes the Z axis positions of the mesh's geometry and multiplies them by 0.225, feeding it directly into the material surface output, as lighting or shadows are irrelevant here. This produces a colouring effect where the bottom of the mesh is all black, but as it gets higher, turns brighter shades of grey up to the highest points, which are white.
- I got the 0.225 multiplier value by plugging the multiply node into a 'greater than' node which had a value of 1. Then I slid the multiply value to a point where you first start seeing white. This operation tells Blender that the highest point on the mesh should be white and not a lesser shade of grey.
- For Unity heightmap import, I rendered with a 4097x4097 resolution. It is the highest heightmap res that Unity currently supports.

Granted, Stringray's heightmaps look a bit more precise, though lower res. Maybe I need a color adjustment?

Also, Stingray, do you have anything for the Zeal floating isles, like a variant of the model without the tunnels or holes cut in them? I want to build more suitable models for the various buildings, etc.

9
Fan Art / Re: 3d Epoch
« on: June 11, 2020, 06:58:51 pm »
Thank you sooo much!! I'll give these lots of love and improvements. Already gave the 12000 BC map a nice icey material I made


10
Fan Art / Re: Razzly / 3D
« on: June 11, 2020, 03:22:14 pm »
What software did you use for this?

11
Fan Art / Re: 3d Epoch
« on: June 11, 2020, 03:20:37 pm »
Appreciated. If I use them, I'll be sure to credit

EDIT: Some of these models I am absolutely drooling over! I really want to incorporate them into my VRChat 12000 BC project! O_O Granted, I would like to edit some things such as UV unwrap the Mammon machine and clean up the Zeal islands

12
Chrono Cross Modification / Re: Chrono Cross Backgrounds
« on: May 30, 2020, 06:00:30 am »
I did find a youtube video where someone ran the Cross FMVs through a neural network AI that was able to make it 4k. Perhaps the backgrounds were done the same?

https://www.youtube.com/watch?v=DH5hl1fho2s

13
Fan Art / Re: Starky / 3D
« on: May 26, 2020, 04:45:22 am »
Redshift? Never heard of that one before.

14
Kajar Laboratories / Heightmaps
« on: May 25, 2020, 08:15:30 pm »
My isolation project is to 3D model Zeal for VRChat or something similar (yes, VRChat has competition but it's not as popular) and for the most part, I can manage it. I'm almost done with the skyway stations, I have a good idea for the Mammon machine, but what I'm struggling to approach is how to do the actual landmass of Zeal, and possibly select surface landmasses like Mt. Woe and such.

Normally, this would be done by generating it from what's called a heightmap. A heightmap is a bird's eye view of some landscape and the height info is represented by black, white, and shades of gray in between. (black = lowest height, white = highest) Though, I could do it the hard (hopefully not necessary) way of 3D sculpting it.

As amazing as the fan works of Chrono Trigger I've seen are, I've never seen anyone make anything remotely similar to a heightmap of either the Zenan continent, Zeal, whatever. The CT Resurrection crew I'm sure is pretty hit or miss. I'm posting this in the hopes someone can point me to some resources.

I'd really appreciate any effort and by the time this is all done, I hope it pays off for a lot of fans to have a nostalgic place in VR to hang out, role-play, whatever. For now, here's a render of the in-progress skyway hub



15
Fan Art / Re: Starky / 3D
« on: May 22, 2020, 05:44:55 am »
Blender and Substance Painter, if I had to guess? I mean it looks good, but as a 3D modeler myself, I'm always open to new knowledge.

Pages: [1] 2 3 ... 118