This shows my favorite screenshot of the game at the moment.
Could I see some screenshots of your game in progress?
Screenshots 21 through 30
Screenshot #21: Tutorial level: the level from 32 feet above the beach shore
Just look at that beauty! From 32 feet above the beach floor, you can easily see the fade from sand to water and the fog effect. However, at this point, I need to add the darkness fading effect. The water, at the deepest is 384 feet and at that depth, it's very dark (from what I've seen and heard about on TV) even in broad daylight! The texture is rather rough, but, if I go any smoother, because Gamestudio doesn't support 24-bit textures (though it supports 32-bit textures, I don't need the alpha channel), the texture won't appear correctly....
Screenshot #22: Tutorial level: the beach shore-line
From grass to sand to water, it's a nice, smooth fade. This is viewed from about 780 feet off the ground (50% more than what the jump 50 ability can get you). Notice that, on the left side, there's no ground? Normally, you'd see roads here, but, up to this point, the roads haven't been finished yet. Also, note the X and Y positions.
Screenshot #23: Tutorial level: the new look
If you can remember well, this is the new look of the tutorial level. It looks MUCH better with the beach effects.
Screenshot #24: Tutorial level: the old water problem
Because, normally, I'd need many of these terrains, and lots of entities means bad frame rate, I had no choice but to replace the old terrains. Plus, because of a problem with the engine, I couldn't flip the normals or rotate the terrains in any way. Take a look at the frame rate. I got the whole level in the view and like 21 of those terrains visible or so. 10.7 fps is horrible for almost any game (except textual based ones where constant motion isn't essential). Worse yet, to fill up that entire lake, I'd need close to even a hundred of these things which would easily put the frame rate to even 2 fps which is absolutely unbearable! Something had to be done.
Screenshot #25: Tutorial level: the new water first idea
Because of an experiment I ran, I now know the cause to a bad frame rate. Knowing the cause, I've found work arounds. Because the old method for the water was horrible with this, I had to redesign the water. The water here is of extremely high quality (four times finer pixels than before) and yet, it fills the entire lake! Now, take a look at the frame rate. What a difference! from a bad ol' 10.7 to a worthy 30! Though you can't see it, the water only uses up a total of 2 megabytes of video memory (4 at a half meg each). The old method with those terrains, would've easily overpowered an 8 MB video card and I wouldn't have the entire lake filled either! This is SO much better and yet, so many advantages! This color reflects the true color of water, only more visible than normal (alpha of 64 versus 16 where 16 is extremely hard to see). If I could, I'd program a shader to make the water look much more realistic. Up close, the water should be almost fully transparent, but far away, such as 128 feet or more, the water is fully visible with a 3/16 transparent image reflected on the surface (as from my calculations from the real world).
Screenshot #26: Tutorial level: the beach from human-eye-level
This is what the beach looks like with the new water from near human-eye-level, about 6 feet above the ground. Notice how nice of a circle I've got there? An expert couldn't tell much if that was actually a circle or made out of straight lines without taking out complicated tools and mathematics. That's a 180-stage circle meaning that 180 vertices form the outer rim of the circle. I could go with 360, the maximum available, however, that could mean a lot of reworking the shape and stuff.
Screenshot #27: Tutorial level: the new water second idea
Because, in video games, water is usually blue (don't know why either), I've come up with a second version. However, this version is too dark. I need to apply a white color with an alpha of 128 over the original blue color then put the roughness texture on to brighten it up. Fixing the skin should be very easy to do and should only take like 5 minutes or so at the most. Also, this view is from the top of a jump using jump 50, 91 2/3 feet up.
Screenshot #28: Tutorial level: the roads
The roads have been completed, texturing that is. These are the roads as seen from about 110 feet above the beach. This is just the general design, however.
Screenshot #29: Tutorial level: close-up of the roads
This is a close-up of the roads. Yes, it is this fine in all areas and it only uses up 1 MB of video memory. Hard to imagine, but true. This is actually 24 feet above the roads (about two stories high). Yet, even with the whole level in the view (water, beach area, and roads as well as the platforms area), I'm getting 27 fps which is bearable in almost any case. What's with the whitish areas you may ask? Well, the white is actually where the buildings are supposed to be. You're actually seeing nothing at all. If this was the level, you'd fall straight down through there (and lose a life) as there's nothing there at all.
Screenshot #30: Tutorial level: the roads from the main area
This is what the roads look like from the main area. It looks strange, but the world isn't complete yet at this point.
9.1.2 George Game 13
22.214.171.124 Overview and development progress
126.96.36.199-1 What George Game 13 is
188.8.131.52-2 Screenshot gallery
184.108.40.206 George Game 13 screenshot gallery: Screenshots 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 41-70 | 71-80
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