my favorite screenshot at this point
This shows my favorite screenshot of the game at the moment.


Could I see some screenshots of your game in progress?


Screenshots 51 through 60





Screenshot #51: Restaurant world: after the bug fix
From screenshot #50, this is a similar place that had the bug, but the bug has been fixed in this area. It was an easy fix, but time-consuming.





Screenshot #52: Visions: how I've visioned the level editor
Now for something unique. I've had visions of how my game will look since around May 10, 2005 or so. The visions are very strong and in rich detail. This is a vision on how I see the level editor. The screenstats, however, aren't supposed to be like that. There are supposed to be other headers, like how many blocks have been created, the total area of the blocks, etc.. The position, however, is supposed to be there and you have the option of having it between squares (32 quants; 4 feet), quants (raw units), and in feet (from the origin). The buttons on the top are menus. The file menu, well, works with files. You can open files, create new ones, save them, and save them under another name. The edit menu is for platform manipulations. It'll allow you to create a static platform (not moving; most common type), moving platform, edit an existing platform, or delete an object. The camera menu is also obvious: it's for camera manipulations, especially setting the camera angles. I've left out the options menu as well, which will allow for color palette arrangements (sort by hue, value, and some others), how the coordinates should be displayed, and probably some others.

The area on the right side is what you use to manipulate and edit the platforms with. You can choose from 64 different colors, 16 different sizes (though ten are shown, they are orientated as well and the squares can't be orientated thus 16), and choose an attachment, if you want one. Choosing colors, sizes, and attachments is just a mouse click away. However, the color palette needs to be smaller, much smaller (like half the size, maybe a quarter the size) and the panel should be aligned on the left side under the coordinates and other stats. The color palette can also be rearranged.

There should also be some other stats shown on the screen, but not the speed counter.





Screenshot #53: Visions: in game vision on tutorial level
The visions I'm having from inside the game are demonstrated in this screenshot. This is about what you'd get if you grabbed two extra lives and just got flung up from the green spring. Although the camera angle should be more straight across, it's no biggie. There should also be a speed indicator as well. The current level, though incorrect for world 7, is just an idea on how you can tell what level you're on. I also left out the score, which should show 20 digits. The time display color, for the time remaining, is correct. At full time, the color is white. With 3/4 of the time left, it's in green. With 1/2 he time left, it's in yellow, 1/4 in red, and time over as black. If you're familiar with my site, you should recognize the pattern. Scripting this is rather easy as I already know how. I just used text objects for this instead of digits, it's only for showing how my visions are. I don't have a working player model, so I just threw in one of the old experimental versions of it. The platform textures, however, will be redone. This is about how it'll look from a zoom at 192. The zoom can range from 64 to up to 512 or so. It's as close as I can simulate the camera.





Screenshot #54: Tutorial level: some experimenting with detail mapping
To provide a higher resolution texture detail, I'm using the code from someone that contributed it, but it doesn't have the desired effect and seems to not read the alpha channel. My texture is all black with varying amounts of alpha (transparency). This screenshot shows what I'm getting. It's not supposed to be this dark although, at this time, I have fixed the lighting. Everything here is exactly half as bright as it should be. On the left is about what the texture should be with the detail mapping, the right is what it's coming to. The beach area also has it, but should be much finer than what is shown here. This is with the older building design.





Screenshot #55: Tutorial level: Brightness fixed
Here, I've fixed the brightness of everything. This is the true color version on how everything should look. It resembles my favorite screenshot from around this point (and before).





Screenshot #56: Tutorial level: City sign
Welcome to ulillillia city! This is the sign mounted on top of the mayor's office. This was more of just a quick preview of it and the impact it would have on the frame rate. The same text is on the other side as well in the same design. The buildings look odd, I was so eager to check and see how the buildings looked after doing a third round of them (the second completed one). I had the grid mapping on them to help space the floors evenly. This is where I had 1200 buildings.





Screenshot #57: Tutorial level: City version 2
Replacing the dull buildings that I had that wasted polygons, I went from 692 buildings to 1200. Here, I was waiting for the detail mapping code to add fine details so the texture doesn't look all that worthy. However, note the rooves. There are 15 total designs, 14 obvious ones. This concept gave me the idea of having flat roof tops for low-end video cards and true 3D roof tops for higher end cards to choose between speed and graphics.





Screenshot #58: Tutorial level: City version 3
Yet again, I've redone the entire city. However, this version is much different. I've left out the sky bridge on the mayor's office and the rooves, however, the number of buildings is quite staggering: 2388. Yes, that's 2388 buildings in all! Also note that I've redone the roads as well. The roads don't have the lines anymore, but are relatively untextured because I'm uncertain on what pattern I'd like to use. Only the roughness has been added and not much else. Also, note the odd design on the beach. Changes in the plans cause me to have to redo the beach. Just look how far those buildings extend out! Yet, I have intentions on making yet more buildings, but I reached a limitation of hardware so this didn't make it all that possible. Note the Y position as well.





Screenshot #59: Tutorial level: In the streets of the city version 3
Here's a human-eye level view of the new city version, the fourth attempt and third completed version. I've got a brick building (which looks too dark) and nine other building colors.





Screenshot #60: Tutorial level: In the main level area of city version 3
From within the main platform levels, this is how the city looks like. Even still, the platforms haven't changed at all from several months ago. I'm still waiting for the update to Gamestudio to come out which has a well-needed feature for this which is the main reason why I'm not changing or modifying the platforms.



9.1.2 George Game 13
9.1.2.1 Overview and development progress
9.1.2.1-1 What George Game 13 is
9.1.2.1-2 Screenshot gallery
9.1.2.1-3 Progress
9.1.2.1-4 FAQ
9.1.2.2 George Game 13 screenshot gallery: Screenshots 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 41-70 | 71-80

Footnotes:
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