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Messages - cadeultra3

#1
We have been hard at work on this game and after a pretty significant rewrite of the story, and a lot of hard work we are near completion. We want to go ahead and announce that the steam store page is now up and running Will give more updates as we get nearer to wrapping up.

Come check it out at
https://store.steampowered.com/app/1908510/Star_Commander__The_Sentinel/

Dont forget to add to your wishlist  :grin:

Steve
#2
Working on art overhaul for some of the crappier backgrounds i made all those years ago.

Here is the original..


and here is the updated one (still in progress)...
#3
First pass of the intro sequence. The music and sound is temporary.
#4
Finished up all the GUI work over the weekend.

#5
Well I had to put this game on hold due to life, work and some other issues. But this was the first game I ever created (using AGI studio at the time) and I want to finish this AGS port. As a professional game developer crunch times and such can keep you from your hobbies but it's been 20 years so its about time this game gets finished. I will post more often than I had in the past to keep the flow going and get this project wrapped up. I have changed a couple things since my last attempt such as wide screen support for more immersion and reworked a lot of the art and animations.

So for the first update here are some newer screenshots









If anyone wants to look at my other projects or contact me you can visit my website at www.stevevcoyle.com
#6
Try not using a GUI. A full screen view or use DrawSurface...

http://www.adventuregamestudio.co.uk/manual/ags53.htm

#7
Thanks!

I use mental ray for some Global Illumination and for the Ambient Occlusion render passes. I have been a 3d artist for years, most recently with ubisoft entertainment. My portfolio is here.

svcoyle.carbonmade.com

The textures i use are also modeled in max then the AO pass and normal maps are brought into photoshop where i paint the Diffuse / Albedo texture and the specular texture. I tweak the normal as needed and use them in max when i render the scenes. Here is an example below.

#8
Still making very good progress! I wanted to share some new screenshots with everyone of some other areas.



#9
In my script i am using the say function. Everything is working but after after a few frames his normal view appears on top of his speech view as in the screenshot.

Any ideas?

#10
That did it. Thanks, I looked all through general settings for enabling lip sync didnt realize it was in the property panel of the section itself.
#11
Im sure this is something simple im overlooking but I cant seem to figure it out. I have a a few characters all set to a different speech view with 5 frames each. When i use [character].say it displays the first frame but does not animate the rest of them. Any ideas?
#12
You are running in RepExec(). Why?
That code is run every frame. So you are setting the way points over and over again.
#13
Also looking for Voice Actors and testers!
#14
Thanks everyone. I appreciate the feedback!

Quote from: Armageddon on Sat 24/01/2015 05:18:27
Are you doing color reduction or something?

The way I do the backgrounds is I model everything in 3ds max, and z-brush when necessary (some of the caves were done using z-brush for the normal maps.) I render them out at 800x600 and reduce it 50 percent in photoshop (Im using cs3) with slight sharpening till its down to 320x240. I then set it to indexed color (to give it that old school feel) and play with the settings till it looks decent enough. I bump it back up up to full color and paint over the scene to fix any weird errors that occur during the auto color reduction. I reduce again / increase / paint again till it looks good. 90% of the time its fine after the first reduction though.
#15
Started working on the introduction sequence. Here is a screenshot of inside your space ship...

#16
Star Commander - Invasion

Steam page is now up! Come check it out!
https://store.steampowered.com/app/1908510/Star_Commander__The_Sentinel/

20 years ago I created a game using AGI studio and released it on the internet. It was the first game i ever made. So I've decided to remake this game using AGS to upgrade graphics etc. Ive included screenshots of the old game compared to the new one. I polished the plot and puzzles quite a bit from the original game (Ive learned a lot in the last 15 years). I really liked this game and cant wait to complete this new version.

The Story:

On a far out secret space station a lab patient awakens, with no memory of his past or who he is . He is suddenly faced with immediate danger, as the space station is under attack.

Our hero must escape before the station succumbs to the enemy attack and start on a journey to discover who he is are and why he came to be in that laboratory.
Development Progress:

Story: 100%
Scripting: 750%
Graphics: 70%
Sound/Music: 75%





#17
Curious to why this needs to be run in the execute always function?
#18
Project:
Star Commander -- Sci Fi adventure game based on an old game i made 14 years ago using AGI studio. Link here:
http://www.agidev.com/games/?page=3

Details:
A Sci-Fi adventure game where as the hero is accidently sent to a distant part of the galaxy with no means to get home.

Positions Available:
Music Composer
Voice Actors
Testers
Character Sprite artists

Deadline:
No major deadline but am working on this as much as possible.

Comments:
Interested parties can reply to this thread or contact me via PM.

Screenshots of the WIP so far compared to the old AGI game...





#19
I got the first scene of the arcada from SQ1 up and running in unity, and yes im looking to maybe port to unreal 4. This is the latest...

You can walk look and use items now. (No smell or Taste as of yet lol)





#20
General Discussion / 3d ports of the classics
Thu 24/07/2014 23:17:41
Anyone interested in working on 3d versions of these classic games? Weather in unity or udk etc? I am a professional 3d artist (ubisoft) but love these old games and would like to work on something like this. I've been working on a version of the time pod from Space Quest IV.



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