Nuclear Spark
Interesting
About FPS - I suggest that in your game fog and some dynamic lights are used. In Irrlicht fog and dyn lights drops FPS in OpenGL mode more then DirectX. On my PC 800 MhZ I got 7-10 high FPS when use fog and dyn.lights in DirectX mode instead OpenGL. In NX++ are some OpenGL improvements, but I'm still not try it.
BTW what tehnique is used to place levels in one file?
About FPS - I suggest that in your game fog and some dynamic lights are used. In Irrlicht fog and dyn lights drops FPS in OpenGL mode more then DirectX. On my PC 800 MhZ I got 7-10 high FPS when use fog and dyn.lights in DirectX mode instead OpenGL. In NX++ are some OpenGL improvements, but I'm still not try it.
BTW what tehnique is used to place levels in one file?
While installing my antivir detected Win32/TrojanDropper.Delf.S in Player.exe file. I let antivir delete it and program seems to not care much since I was able to run it. Went through firsth level, than short afther entering second, it crashed whole computer.
...apart from that its nice small project. Perhaps you may let people choose English ...I asume that not everybody understant Polish like me
Good luck.
...apart from that its nice small project. Perhaps you may let people choose English ...I asume that not everybody understant Polish like me
Good luck.
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- Posts: 61
- Joined: Mon Oct 25, 2004 12:11 am
I just wanted to say well done. There are some great features here, the menu is top-notch. I am really impressed. The introduction rocks as well.
I think an english translation would really help you reach more players, and I'm not sayin that because of any love for the language, it's just fact. I would love to give you some constructive critisism, so here goes - the things that stuck out for me were:
The lack of jump/crouch. Maybe they exist, but I couldnt find the keys. These abilities are expected in this age of fps games, even if they don't add anything to gameplay, they help the immersion,
Models - the level geometry (gravestones and the like) seemed a little blocky to me, maybe adding some detail and making things a little less 'square' would help. I did however like the pylon with the particle effects, nice touch.
Zombie attacks: seemed a little out of place to me, I didn't like the repetitive speed of the attack, as soon as you are in the zombie's vision, they attack at a constant speed. Maybe this is an AI problem. Also, the balls they throw at you seem out of place, a little too fast and too green maybe.
Congrats with the progress you have made though, great stuff, keep up the good work
I think an english translation would really help you reach more players, and I'm not sayin that because of any love for the language, it's just fact. I would love to give you some constructive critisism, so here goes - the things that stuck out for me were:
The lack of jump/crouch. Maybe they exist, but I couldnt find the keys. These abilities are expected in this age of fps games, even if they don't add anything to gameplay, they help the immersion,
Models - the level geometry (gravestones and the like) seemed a little blocky to me, maybe adding some detail and making things a little less 'square' would help. I did however like the pylon with the particle effects, nice touch.
Zombie attacks: seemed a little out of place to me, I didn't like the repetitive speed of the attack, as soon as you are in the zombie's vision, they attack at a constant speed. Maybe this is an AI problem. Also, the balls they throw at you seem out of place, a little too fast and too green maybe.
Congrats with the progress you have made though, great stuff, keep up the good work
I liked the RTCW style light corona's, the particle effect sparks (would look better white), and the rat + sounds on the second level.
All in all a nice little project, keep up the good work!
________
LOVE DISCUSSION
All in all a nice little project, keep up the good work!
________
LOVE DISCUSSION
Last edited by area51 on Tue Feb 22, 2011 1:01 pm, edited 1 time in total.
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- Posts: 38
- Joined: Mon May 31, 2004 7:55 am
- Contact:
It in (to) based world Nuclear Spark FPS postnuklearnym. Share (action) is carried on in lats (summers; years) 60 last century, in the area of blasted by nuclear explosion of mining village and left carbon (charcoal; coal) kopalnii. Player is included to scientist, which (who) worked at creation of first atomic bomb. It meets people on way zmutowanych and animals by strong radiation change genetically. It earns new weapons along with progress of (headway of) game and ammunition, as well as wanted for survive first-aid kit. Lat (summer; year) is stylized on exemplar diagram (graphic artist; graphics) 60 - paved street downtown, old, in mine machine przerdzewiałe, left factory as well as antique, stone chapel. Sounds underline climate of game apokaliptyczny.
translation of about page
translation of about page
Who can I download de project
Hey guys! Who can I download de project ?? The web link is broken.
Re: Nuclear Spark
Hi, this project is done? Morpheus is out of Irrlicht comunity? Someone has the pre-alpha game version ?
Re: Nuclear Spark
Face it, none of the guys associated with this game or those that commented on this post up to 2005 still visit this forum, I would be highly surprised if they did. The game is also from the very early days of Irrlicht, so whatever you wanted to do with it other than just play the demo, is likely pointless as the code would need massive changes. Sorry to dash your hopes like that.
Re: Nuclear Spark
Actually, for some strange reasons, I monitored this thread and got an email for that previous post. The bad thing was, I couldn't remember at all, what this game was, but, thanks to the irrlicht projects archive, I got an idea what it was. Aaah, the good ol' times
But apart from that, I visit irrlicht's forum maybe twice a year ...
But apart from that, I visit irrlicht's forum maybe twice a year ...
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
Re: Nuclear Spark
Ok, I was wrong! Nice to see that people have such a long connection with Irrlicht
Maybe there still might be existing files of this project after all stash
Maybe there still might be existing files of this project after all stash