
This shows my favorite screenshot of the game at the moment.
Could I see some screenshots of your game in progress?
Screenshots 61 through 70

Screenshot #61: Tutorial level: Dynamic water transparency - furthest visibility
What's more realistic than water of the same transparency? Water with a dynamic transparency is what. In the real world, when you're up close to water, you can see through it quite well, but when you're only a few feet above it, it's hard to see through it. Whether it's indoors our outdoors, it's the same thing. This effect, at this moment, is only height dependent as I have no dependable way of doing this on the horizonal axes. This is at maximum opacity, the most visible it'll get.





Screenshot #62: Tutorial level: Dynamic water transparency and waves
Here's another view of this effect. Off in the distance, you can see how it works. However, the color of the water, something like 6040FF was not natural. Also, note the waves. I've finally managed to find a way to work around the problem I had with getting realistic-like waves and a high frame rate. From around screenshot #10, you can see how bad of an impact it had. 26.1 fps is close to triple what I was getting before and that was without the lake being filled and at a horrible resolution. The resolution here is so fine, you practically can't tell any "defects". Even with the next lower one, you still can't see any defects! With the lowest quality setting for the waves, however, that's a different subject.





Screenshot #63: Tutorial level: The water and the redone beach
With the high quality waves and the beach and clouds redone as well, the graphics are now getting spectacular! The water color has been changed to match the sky for greater realism. Here, I'm 64 feet above the ground.





Screenshot #64: Tutorial level: Dynamic water transparency effect in use - close-up
To see the fade effect in action, consider the next three screenshots. Here's a view of the water up close. You practically can't see the water. If you're familiar with this area, you should know where the water should be. This is very close to the least visible possible. I'm only 9 feet above the water in this view.





Screenshot #65: Tutorial level: Dynamic water transparency effect in use - midrange
Here's a view from higher up. You can now notice the waves. I'm 49 feet above the water in this screenshot.





Screenshot #66: Tutorial level: Dynamic water transparency effect in use - high up
Here's a view from higher up. I'm now 113 feet above the water. Nice view, isn't it?





Screenshot #67: Tutorial level: The dynamic water from the beach
Here's another view of the beach. Here, I'm 144 feet above sea level (based on the lake). I was just wanting a second look at the beach shoreline.





Screenshot #68: Tutorial level: A beach umbrella
Having barely seen these "beach umbrellas" as I call them, I had to use my mind game and get a good, thorough look at them to figure out what they look like in sufficient detail. This was just a single test subject to see how it is. From in the main levels, even at 1600x1200 resolution, these things are so small (and far away) that you can hardly see them with sufficient detail! They're not much more than a mere pixel. This is a view of the "beach umbrella". This is quite close in comparison to the platform levels, but the size is to scale - about 5 1/4 feet wide. I've seen some bigger ones in my mind game and some smaller ones, this is medium-small. This is a view as if you used a regular jump (the jump you start off with) from the roads. Also note that the texture for the beach has been redone. I wanted sand for the beach, but I didn't feel like redoing 6 hours' worth of work. I then noticed a monster shortcut to make it not only fixed, but smoother than originally and in far less time than I did the day before! That motivated me to fix it. I'm very focused on speed and when I find a way to do something faster, I can't pass up the chance!





Screenshot #69: Tutorial level: Close-up of the beach umbrealla
Here's a close-up of the "beach umbrella". This one looks almost exactly like the one I saw in my mind game. It, however, has 920 polygons. You can see just how small this thing is in comparison to the surroundings (and the coordinates). That's small! The platforms, even the 1x1's are 50% bigger than this.





Screenshot #70: Tutorial level: Beach umbrella seen after using jump 40 from the roads
Here's a view as if you just jumped, using jump 40, from the roads and looked downward at the "beach umbrella". This just gives a rough idea what kinds of scales the umbrella uses. That's pretty small, isn't it?




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
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