My vote goes to Deniska / NOIZ2SAv07 (#3)
A great looking shooter.
Okay, my comments on the coding comp entries:
Connect four:
In definite need of AI for one player mode. I'm also leery of games that have one person hold onto each side of the psp. I don't trust anyone enough to do that. If you already use the lua player a lot, might as well have it in there.
PSMonkeys BSP Map viewer:
Very cool. Could this be the beginning of a homebrew FPS engine? I know the PSP can't quite handle quake 3, but could an fps be made that uses it's maps? Very cool proof of concept thing.
Submission:
Froze my PSP and had to cold boot it.
PSPicross:
I had fun with it. I'm hoping the game will automatically advance levels soon. Or maybe I missed something. A little more colour would help, too. Maybe different colour scheme selections. Full screen is needed as well. It felt like a nes or gameboy emulator. Seems like much complaining, but it's because I want to play it a lot more and want to see it perfected!
Nois2sa:
Great game. Reminds me of a 2d REZ or ikaruga (I wonder...) I like this better than that commercial shooter from Japan (the name escapes me... star something?) Very Cool.
Ikuzo:
Another vertical shooter. It handles well, but is unfinished. There is only one enemy (that I saw), and I played for about 5 minutes without the game getting any harder or changing. Promising for future updates, though.
Loki:
More of a tutorial than a game, there's some good information here far beginners to learn about lua.
My vote goes to Deniska / NOIZ2SAv07 (#3)
A great looking shooter.
i know it seems strange but i really do prefer ikuzo theres just so much potential and i prefer the actual gameplay than the similar noiz2sa cool
[QUOTE=bill00000]Okay, my comments on the coding comp entries:
Submission:
Froze my PSP and had to cold boot it.
Ikuzo:
Another vertical shooter. It handles well, but is unfinished. There is only one enemy (that I saw), and I played for about 5 minutes without the game getting any harder or changing. Promising for future updates, though.
QUOTE]
submission is faulty - will not run
ikuzo needs music and more action but shows great promise
thank you all for your contribution to the psp community![]()
Thanks for any feedback regarding the BSP Viewer. I am fixing many issues and posibly releasing a new build next week to improve the framerate heavly. My current build now pushes the lightmaps into vram which locks the fps at a wonderful 30fps. I have to figure out why it's not jumping to 60fps for some reason (its definantly api related and not the engine).
Also if I get lucky and can figure out the psp benzeir hardware, I might be able to suport quake 3's curved surfaces in hardware which should look amazing.
Question, was it near the ends of the screen? If so that is a problem because of the psp clipping plane. Its not modifying the polygons to solve this (like say opengl or directx would). so insted it just drops the polygon.Originally Posted by MGFox
If it's something else, please PM me a link to where i can download the map and I will look into it.
Yep, It is the beginning of a homebrew fps engine.Originally Posted by bill00000
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Although I did experience the Polygon-Drop at the edge of the screen, the clipping problem I mentioned seemed more to do with distance. Here are some screen-shots to try and demontrate the problem:-Originally Posted by PSmonkey
![]()
What you are mainly looking at is the two towers (any similarites to movies or events is purely coincidental) at either side of the main building, you can see the stairwells and torches through the walls.
![]()
Still looking towards the same building but further back, you can just about see the left tower in view, but the main building and the right tower are lost in the...fog...very dense fog!
I assume the "fog", as I call it (you may call it "draw distance"), is intentional to preserve processing power. All I'm really pointing out is the geometry being seen through walls.
If you still want the Map I'll upload it and PM the link to you as it was a group project and I don't have permission from the other group members to publicly distribute it! (I will ask them however)
Cheers,
Fox
Ok Fox, That looks to be a depth issue. I will have to look into that more ( I get simular issues on the pc with polygons far in the distance having z fighting issues). It seems the more polygons on screen the less precission it gets for distant polygons.Originally Posted by MGFox
Oh also keep track of this topic. I will posting more updates there regarding the viewer. I already this morning fixed an issue with the Z axis going in the wrong direction (so everything was mirrored on the Z axis ).
http://www.dcemu.co.uk/vbulletin/sho...6890#post66890
-edit-
Ps. Thanks for the pictures. That level looks amazing.
Ok, there seems to have been a problem when wraggster repacked the file I gave him, and a file went missing (dunno why he repacked from 7z to zip either).Originally Posted by bill00000
Here's the original archive:
http://haggar.pocketheaven.com/xul8t0r/SUBmission.7z
Thanks to Mike_Haggar for hosting.
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