Monday, October 25, 2010
Sunday, October 03, 2010
Saturday, October 02, 2010
Friday, October 01, 2010
Use ffmpeg to screencast in ubuntu. Here is a command to capture lossless mkv:
ffmpeg -f alsa -ac 2 -i pulse -f x11grab -r 30 -s 1024x768 -i :0.0+4,400 -acodec pcm_s16le -vcodec libx264 -vpre lossless_ultrafast -threads 0 output.mkv
Wednesday, September 15, 2010
Sunday, August 29, 2010
Sunday, July 25, 2010
Tuesday, September 08, 2009
Monday, April 13, 2009
Saturday, March 21, 2009
Sunday, February 08, 2009
I have drawn this image using a pencil. Then I took a picture using a cheap webcam. I have imported the shot in Inkscape and traced it with splines:
Sunday, February 01, 2009
WHAT WE WANTED IT TO BE:
The game is a tactical shooter in a 2.5d isometric view. The game objectives vary on different maps and could be some of the well known from the rts and fps genres "capture the flag", "free for all", "destroy all enemy structures" or some custom modes like "take control of point X and remain in control for N minutes". A game continues about 20 minutes.
The maps are made of tiles and "brushes". Each tile is about 2 meters wide. A brush takes exactly one tile. There are only walls and passages but no bridges on top of the terrain and no high grounds a-la starcraft. The largest map is 256x256 tiles. The camera is with a fixed height and angle (less confusion for the players). All lighting and shadows in the game are dynamic.
Every player has 1 PC and up to 2 NPCs under his control. NPC can only take simple orders like "guard me", "guard X", "build structure X", etc. There are many "ambient" NPCs runing on the map, occasionally engaging in fights not controlled by the players. The structures placed on the map by the players are "turrets", "radars" etc. The PC (atleast for one of the fractions) is a cyborg. His body parts (legs, torso, left arm, right arm, head) are replaced during the game with visually different ones. The player starts with a completely "humanoid" body and gradually mutates into a machine with visually distinctive silhouette information about the PC stats are easily visible.
WHERE WE ARE:
Implemented are the structure of the world, the lighting, cel shaded animated models, static decors, a primitive editor, UI system, particle systems, a primitive art pipeline of exporters from blender to the game, a bit of network code and NO GAMEPLAY :). The demo runs on 32/64bit windows and linux. There is some minimal art assets done by me.
Im no longer working on this project. I just dont have the time anymore. Thanks to everyone involved! Im still checking this blog and I'll continue to post here. Any questions posted here will be answered.
The source code and the art is free for download atleast until assembla.com cuts me off of their service :).
Monday, July 21, 2008
Saturday, July 12, 2008
Friday, July 04, 2008
Wednesday, July 02, 2008
Tuesday, June 24, 2008
Saturday, June 21, 2008
the resources and code for the volume light fx are under version control now. added support for fx on each brush declaration. added support for screenshots inside the game. fixed a bunch of crashes in the console code. refactored the code for sprites/brushes/tiles. windows users have to wait until next week for a working source tree and binary. heres the disco screen for the day taken inside martyr for the first time
Wednesday, June 18, 2008
- Im trying to implement volumetric light effects. Heres the result so far:
there is some problem in gnome when capturing opengl screenshots. the artifact on the leg of the character is gnome/glx fault. im going to implement screen capture support inside martyr anyway.
Monday, June 16, 2008
- im trying a new method for creating tiles inspired by this game: http://www.rocksolidarcade.com/games/robokill/
here's how im doing it:
in blender: im making a contour, extrude/bevel it, render with an ortho camera and sun for a light
in gimp: fix the colors, make some detail/dirt, add some hilight and thats it. all made with the mouse. still look a bit sterile but it could pass for stylishness
Sunday, June 15, 2008
Sunday, May 11, 2008
Saturday, April 19, 2008
The code is officially GPL.
Fixed the crashes and artifacts in the lighting code on adding a brush on the map.
The contours and occluded silhouettes really work.
Any feedback is welcome.
Some keys and console vars/commands:
L - lights tab
B - brushes tab
T - tiles tab
arrow keys scroll the screen
'~' - console
w_temp - how many characters to draw at the cursor