Menu

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.

Show posts Menu

Messages - Cyberion

#1
Well bud, it's a polsih name if i'm right.

The russian name will be YAROSLAV.

Here is a very good site, where you can look up the russian names and get some knowledge of their origin. http://www.behindthename.com/nmc/rus2.php
#2
btw sector, i wonder are you russian living in slovenia or Slovanian? Cause the thing is that there is no russian name like Yerik. It's Slovenian or maybe from Czech Republic. It sounds very similar to russian Yaroslav, but it's not the same. So maybe stating taht the main char has russian name, maybe it will be better to change to Yaroslav. Otherwise it's wrong :(

I like you games and style. reminds me of The DiG. Even the character stance is somewhat similar to the one the main char in The DiG had.


P.S. maybe we can get in touch on MSN, i want to discuss something with you bud.

MSN: cyberion@hotmail.com
#3
Critics' Lounge / Re: Some of my 2D/3D works
Tue 04/07/2006 14:02:01
nope, 3D modeling is just a hobby for me, i'm doing this for fun. Some people say that i'm crazy and that i should go for 3D Design and find a job in this field, but i'm making better money being an international economist. My major is International Economics and marketing with a minor - Public Relations.

that's the game i'm developing right now - http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21873.0
All backgrounds were modeled in Lightwave3D. Characters are hand drawn by a friend of mine.

Here are some pics of the models i'm working on right now.

High-poly Gladious model from Wing Commander: Privateer



and my own design Alien Cruiser




ohh and btw here is a short Intro i made several years ago for a mod for Freelancer. Excelcia RPG Mod. Nothing special.



Here is a link to a movie - http://www.cyberionsystems.com/cyberion/data/files/movies/Excelcia_Intro.zip
#4
Critics' Lounge / Re: Some of my 2D/3D works
Sun 02/07/2006 23:32:32
ya bud no need, i clearly understand what you mean. This model is based on a Shuttle from Wing Commander 3/4 games. it was made for a challange on www.cgtalk.com The model had to be static, so i didn't add any additional geometry or converting polies to quad poligons for better animation in the future (like blowing it up). It was made so in order just to save time.

As for the game, nope, i would never do such not-poly-wise model for a game. This model for a challange on CG Talk.
And as for the textures. yape you are right here, it lacks several textures, which i could add to make it more realistic. But i'm too lazy to do that :D And you are completely right, i have to make a glass to look more like a glass and not like a paper.

Thx for the critics.



QuoteGood gravy, where did you learn to model like that?
Well i learnt everything myself. Using method - try&click hahahahaha :D I remember modeling for 2 years and only after that i bought my first book on Lightwave3D, where i actualy learnt how to texture :D Now i'm learning how to model catoonish characters. When i'm done with this stage, the next phase will be - photorealistic modeling. that's why i'm learning Photoshop right now. Photorealism will require a high texture skill, and good textures are made in phtoshop.
#5
Critics' Lounge / Some of my 2D/3D works
Thu 29/06/2006 09:13:01
well i've been modeling for a long time and posting many of my renders on many resources, but do not know why i always overlooked critics' lounge :D I guess it's time to change this.


This is a Human Cruiser from master of Orion 3. I used an artwork from the original game and made a model based on it.

Artwork:


Render:




Space Shuttle from Wing Commander game.

Preview:





Some rendering of the tank battle in the future with the air support.

Preview:


1280x960: ~1mb
http://www.wcnews.com/newestshots/full/cyberiontank1.jpg



This is my last work, done completely in Photoshop CS2. Made this wallpaper for a project: Wing Commander: Pioneer, you can read more about it here - click me

Preview:


1280x1024: ~1mb
http://www.cyberionsystems.com/wallpapers/cyb_wc_pioneer_1280x1024.jpg

1280x960: ~900kb
http://www.cyberionsystems.com/wallpapers/cyb_wc_pioneer_1280x960.jpg

1024x768: ~600kb
http://www.cyberionsystems.com/wallpapers/cyb_wc_pioneer_1024x768.jpg

800x600: ~400kb
http://www.cyberionsystems.com/wallpapers/cyb_wc_pioneer_800x600.jpg



That's not all of my works, just few of them, but still would be nice to see your comments on them. I hope you like it guys :D
#6
well i liked the game, but i have to admit that it's no that good as 5DAS or 7DAS. Characters are not that impressive (except Trilby and M. DeFoe of course) and they lack personality. In previous games Chars' personality added a lot to the atmosphere of the game. The graphics is not that good as well. The backgrounds look less detailed and simplier. I guess Yahtzee became bored and a bit lazy here.

Although story telling through History episodes (white/black scenes) is very nice and adds alot to the game's plot. That's undoubtly the strongest part of the game. Music is good as well.

As for the text parser.. hmmm it's rather contradictory question. It's hard to say if it's better or not for the story telling. Sometimes it is, sometimes it's not. I guess this question should be solved on a personal basis. For example, I would prefer the interface similar to 7DAS. But that's only me.

Despite my criticism, I will recommend this game to all who loved 5DAS and 7DAS, as it reveals all the background stories from 5DAS in detailes and gives us an opportunity to see how Trilby managed to get rid of Idol. Good game, which has plenty of good things, but they are often spoilt by bad execution. Nonetheless, go play that game!


P.S. hmmm looks like i wrote a short review :D hehehe
P.S.S. sorry for any grammar and spelling mistakes, i'm not a native english speaker.
#7
well it was a long time, since i posted here.

Not sure if anyone wondered what happened to the project, but i'll explain anyway. The team had tough times, real life issues that made us to put our project on hold. Due to some unpleasant things, we had to change some artwork, cause our main artist left. After resolving all life problems, i decided to go on with backgrounds myself. As i'm a 3D modeler, i made them all in 3D. We changed game's view to the isometric style.
Also due to a very long development process, we decided to use Vector Engine in out next title in order to reduce production time, by that time it should be ready and fully operational. So far we want to concentrate our work on "No Hope" and finish it. The ETA is about 2 months. So won't be that long till the final release :D.


So what's new? Well i updated the first post with new screenshots, concept art, also added a link to the progress table of the game. Check it out.

I'll publish some additional information, screenshots or some other info every week, if i'm able to. I'll keep you posted.

A small update for you guys. Talking portrait of Greg (main character):



edit by darth - combined posts, please don't double post.
#8
heheheh... ya this one is somewhat intriguing :D Although i won't tell where you may find this pic :D Do not want to spoil the fun :D Also we are incorporating the Easter Eggs into the game ;)
#9
here is a small update on a progress with Vector Engine. Right now we hit the version 0.6
We estimate it to be finished within next 2 weeks, so stay tuned folks!

Here is an update text i posted on the main page:

Currently we added support for the full character animation, skeletal animation, polygon support. Right now the Editor's coding is progressing pretty well. Almost all features were implemented - make vertices, link vertices and create 3 point polygons, animate the character, save animation, load animation, create frames, smooth interpolation between frames.
Right now the following features are being coded in: sprite support (textured polygons), additional tools for character/object creation, grid and snapping to grid, move multiple points, support for additional frames of animation and few more.
#10
a short update.

I've updated the first post with the information about our very own feature in AGS' history - vector animation of the characters. Here is an excerpt for you:

Vector Engine

Currently we are working on the implementation of the vector engine to the game. The main feature of it is that it uses polygons and skeleton animation to draw the characters, thus making the animation itself very smooth. You could have seen such feature in a game called Out of This World (a.k.a. Another World). Vector Engine will be coded as a seperate module and will go public after the release of the game.


P.S. Also we are planning to add the support for 3D models (characters). But this is gonna be the next step after we are done with 2D polygons. Scorpiorus is working hard right now to add such support. So guys, stay tuned for teh future updates!

Cyb
#11
just a small update guys, to let you know that we are still alive and working on the project.

I've updated the first post with WIP images for your pleasure. Probably that's the last image content i'm going to post, otherwise it will spoil the fun :P

Also, Scorpiorus, with whom we were working on a Terminator:2031 project (which is now put on hold cause of Crusader) finaly back from his vacation and joining the team again as an Advanced and Puzzle Coder/Scripter.
#12
updated with the full intorduction story.
#13
hahah, the game has nothing to do with a half-life... the only similarity is that you play as a scientist.
#14
the question isn't "what's monitor's resolution you have". The question is to give AGS a feature for 1024x768 graphics.

AGS loses some advanced game developers just cause of it's limitation on 1024x768 res. If a team can draw and make nice backgrounds and chars for 1024x768 and they make... than they have no other option than resize their game to 800x600 or to switch to another engine. Wintermute is an option for them.

But guys, AGS much better for me for example. Why it can't support this modern resolution? Just cause AGS for pixilized games? or 1024x768 is for freaks, we hate it and thus won't implement? It's a silly question actualy.

800x600 has no use for the game making. Cause actualy they games vary from 320x200 (240) 640x400 (480) and 1024x768.

Game developers rarely used 800x600 cause it gives almost unnoticable sharpness to the image but requires much more space than 640x480 images. Thus if they aimed for very detailed graphics they used 1024x768.
That's really a stupid question if AGS should have or not that res. IT MUST HAVE! simply just to compite with other engine and attaract more developers to AGS community.

The only question that may arise (and thus we need Puma here to give us some info) is engine optimised enough and is it code-wise (without making it unstable) to implement 1024x768 resolution?
#15
Quote from: Scummbuddy on Wed 20/07/2005 16:35:49
why? are you making a Sims fangame?  ;)

AGS was originally for reproducing 90's adventure games. there may be other game creators out there that support it, but for ags, not anytime in the near future. I also suggest searching the forums, as this has been discussed, and while I'm at it, I will remind people that the beta threads are for bug reports and CJ-I love you threads only, no suggestions, as stated at the beginning of the thread.


well.. i knwo the rules (i'm admin on two forums and host 3 forums myself, so i know how this could be undesarable), but i just wondered. If you can point me to that thread, i want to discuss this issue again there without spaming this thread. I think that AGS is losing plenty of game developers, that want to work for high-res. I know oldscool quests and retro games. But noone says retro game can't be made in hi-res. It's just the way you implement the game's technique. Not the type of screen resolution you have.
#16
btw, when AGS is going to feature 1024x768 resolution?


(This thread was split from here.)
#17
agreed, if it's not AGS, than it's useless. This thread should be closed.
#18
Added Characters' descriptions.
#19
hey, remember me? I see that you followed my advice and finaly posted your game here bud. I've told you, it will meet some positive critisism ;) Congrats on this game. It was fun. And maybe He's Gone Historical 2 ?

The game i'm making (you've asked on cgtalk for the link), you may find - HERE
#20


Crusader: No Hope
by Cyberion Systems




Developer's note:
Crusader: No Hope is a futuristic adventure game based on the classic game series Crusader released by Origin Systems, Inc. in 1995 and 1996. The original Crusader games were action based; however, this is an adventure game, the emphasis is on story. It is recommended to know the original games to understand this game.


Progress: Click here


The story so far:
It is the nature of civilization to progress from chaos, to a strongly controlled social order, to a social order founded upon individual liberty and maintained by the consent of the governed. There are those who charge that the cycle then proceeds once more to chaos, but it is more accurate to say that chaos is always the result of the breakdown of the social order at any stage of this evolutionary process. It is the chasm which social evolution constantly skirts.
In understanding the rise of the World Economic Consortium; and the revolutionary Resistance which now challenges WEC global dominance, it is necessary to remember that all human progress is incremental. It is impossible for a civilization to go from anarchy to utopia in a single step. When the reformer of today asks himself, “Why did people ever surrender their liberties to the WEC?” he is avoiding an answer that is painfully simple - there was a time when the WEC was far preferable to any other available options.

In 2147, the democratic world was living in bliss. Business was steady and flowing. Peace was among the inhabitants. It seemed the world was perfect at that time. However, literally beneath everyone, a cavalcade of fundamentalists calling themselves the WEC (World Economic Consortium) believed strict policy and government-controlled media and property would be the best option. Gabriel Gauthier was 24 years old when he formed the World Economic Consortium.

Gabriel David Gauthier was born in 2123 in Salt Lake City, Utah. He lived with 7 brothers and sisters and 5 mothers. At the age of 10, he became very interested with Joseph Stalin and his governmental principles. He left school at 17, and ran away from home. He survived by robbing banks for over 6 years. In November 2146, he was handing out posters in the city streets of New York promoting the fall of the current democratic government. He was arrested December 1. While in prison, he made several friends who also had the same ideas as him. On December 24, he, with his cellmates, escaped the prison and fled to Mexico. On January 1, he officially began the revolution named the World Economic Consortium.

The WEC was filled with radical rebels, bloodthirsty and ready to die for their cause. By 2149, nearly 40,000,000 people around the world became outcasts and left their homes and began living underground in support of the WEC. Because of a large population of 10,000,000,000 people, hardly anyone noticed, nor cared. On New Year's Eve 2149, every WEC division around the world began mobilization of their forces on their home countries' border.
At exactly 12:00, January 1st, 2150 CST, the WEC began their march.  It didn't take long for the democratic ways of the old government to fall and the imperialistic ways of the WEC to take uncompromising control.


The year is 2150. You play Greg, a young genius who is stationed underground to work on classified projects. One day, he wakes up in complete and utter silence. He then realizes the facility has been taken over by... something. It's up to him to found out what's going on and to get himself out alive.


Screenshots:




Work in Progress images:





Characters:
Greg

Your character. He is a young genius who has been employed by the government to help work on top secret projects.

Jorg Gruber
Jorg Gruber was born in Dusseldorf, Germany in 2130. His family then moved to the United States in 2132. He never really appreciated technology until he witnessed a space shuttle takeoff live in person. After that, all he ever talked about was space and spaceshuttles. After graduating college, he was employeed to work at ZURO-6 Research Facility.

Dimitri Ivaluev

Dimitri Ivaluev was born in 2101 in Moscow, Russia. At an early age, he had an interest for the universe and science. In school, he was one of the top kids in his class, he excelled at everything. After graduating high school, he enrolled at Moscow State University, he majored in Science and Technology. At the end of his last year, he graduated #1 in his class and was immediately approached by the Russian government. He accepted. He worked for the government for three years before discovering his projects were used to terminate Russian rebels. He defected from the country and moved to the United States. In 2131, he was transferred to ZURO-6 Research Facility in Austin, Texas. He continues to work there to this day.


Locations:
10 futuristic rooms of the Underground Research Facility (map included)




Credits

Project Lead - Design - Intro Movie
Nikolay "Cyberion" Ivliev

Scripting
Alex 'Scorpiorus' Prince
Nikolay "Cyberion" Ivliev
Oliver 'Yomo' Nelson

Dialogue - Story - Narrator
Keenan "Goku" Weaver

Background Artist
Nikolay "Cyberion" Ivliev

Portrait Artists
Manos Lagouvardos
Mike Russo

Concept and Sketching Artists
Mike Russo
Orlando Ramirez

Music
Straylight Studios
Intro Theme from WarCraft 3

Special Thanks to
Tony Zurovec
Jason Ely
Mark Vittek

The game is based upon CRUSADER:No Regret/No Remorse developed by Origin Systems, Inc.
Crusader: No Regret/No Remorse is a registered trademark of EA/Origin Systems Inc.
All other trademarks are acknowledged as the property of their respective owners.
SMF spam blocked by CleanTalk