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Re: So, what are we all working on?

Posted: Wed Oct 14, 2009 8:03 am
by Sonixboom
Im working on a small coop, some standard netmaps (im working on waterfalls and the like)

A massive new warhammer conversion. Im trying to add more races and units, tanks. dragons and stuff (slow going)

thats about it. My projects arnt going well at for the time being

-Sonix

Re: So, what are we all working on?

Posted: Wed Mar 17, 2010 3:47 am
by Jon God
I updated my original post, also, bump, anything else being worked on?

Re: So, what are we all working on?

Posted: Wed Mar 17, 2010 1:53 pm
by steelaxe
lets see... been a while sense i posted.

Projects:
Myth 2 Experts (semi completed) (bug testing)
Myth TFL Experts
The 5 Legends SB Experts
The 5 Legends TFL Experts
Defend your Castle (on hold)

Details

All the experts plugins (if you have not played Myth 2 Experts at the tain) increasing the difficulty of all solo/coop maps including new waves/scripting and some mildly entertaining easter eggs if you like random stuff that has no point

DYC is a three level solo game based on the popular defend your castle internet flash game (the click and throw was tough so units just randomly explode as they get closer) with tower upgrades such as archery tower, cannon tower, suicide bombers and repair men

also. looking for any other work in fear loathing scripting to further my skills at it.

Re: So, what are we all working on?

Posted: Sat Mar 20, 2010 9:50 am
by Point
So what steps do you do to alter the camera angle.... it would be great to make some game play videos with some different angle cutscenes :)

Re: So, what are we all working on?

Posted: Sat Mar 20, 2010 12:57 pm
by vinylrake
Point wrote:So what steps do you do to alter the camera angle.... it would be great to make some game play videos with some different angle cutscenes :)
other than zooming in and out in-game you can't alter the camera angle.

Re: So, what are we all working on?

Posted: Sat Mar 20, 2010 2:35 pm
by steelaxe
Point wrote:So what steps do you do to alter the camera angle.... it would be great to make some game play videos with some different angle cutscenes :)
ask the devs to make you one like we have

Re: So, what are we all working on?

Posted: Sun Mar 21, 2010 3:21 am
by Graydon
steelaxe wrote:ask the devs to make you one like we have
Though, if your goal is to show off real gameplay for the purpose of "selling" your plugin's awesomeness, showing off camera angles that are impossible to achieve using the latest build of Myth 2 would be inadvisable. Sure it's possible, but what's the point of showing something off that can't actually be used without a custom build of Myth 2?

Re: So, what are we all working on?

Posted: Sun Mar 21, 2010 3:51 am
by Jon God
Graydon wrote:
steelaxe wrote:ask the devs to make you one like we have
Though, if your goal is to show off real gameplay for the purpose of "selling" your plugin's awesomeness, showing off camera angles that are impossible to achieve using the latest build of Myth 2 would be inadvisable. Sure it's possible, but what's the point of showing something off that can't actually be used without a custom build of Myth 2?
It's good for showing off how clear dtex/collections are.

Re: So, what are we all working on?

Posted: Tue Mar 23, 2010 6:57 am
by qwerty2
steelaxe wrote:lets see... been a while sense i posted.

Projects:
Myth 2 Experts (semi completed) (bug testing)
It's not semi-completed!

I've been playing it a bit and there are a number of issues:

The maps are either far too easy, even on the hardest difficulty setting and without vets. So far I've completed: Willow creek, twice born, shiver, walls of muirthemne.

There are also a few annoying bugs:
all your units die when going through the teleporter thing on ibis crown
Range of units has changed, but their auto-attack range is screwy.
soulless have an incredible huge range, on stairs of grief they sit on the hills and you can't shoot them but they shoot halfway across the map (i.e, you can't kill them and they can kill you).

Re: So, what are we all working on?

Posted: Tue Mar 23, 2010 8:42 am
by steelaxe
semi completed = not fully complete = not finished. :)

Re: So, what are we all working on?

Posted: Tue Mar 23, 2010 6:43 pm
by Point
had some free time so started to add oak textures to my old AoM CPR WS maps...
these shots were pre oak textures... cant wait to see what they look like post... oak rocks..

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Re: So, what are we all working on?

Posted: Tue Mar 23, 2010 8:45 pm
by steelaxe
wow. looking good. cant wait to play it

Re: So, what are we all working on?

Posted: Tue Mar 23, 2010 11:06 pm
by Baak
aye, looks gor-geous (drool, drool)

Re: So, what are we all working on?

Posted: Mon Apr 12, 2010 10:20 am
by Point
Image



rendering a replacement for the old apache helicopter...

Re: So, what are we all working on?

Posted: Sun Apr 18, 2010 2:39 pm
by Point
http://hl.udogs.net/files/Uploads/%20Us ... OK-600.zip


i doubt we will ever see 1080p or 720 p HD myth though higher resolution might be possible ;)


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