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Old 05-19-2009, 05:31 AM
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SG57 SG57 is offline
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Red face [Preview] Light Cycle 3D

Now I don't want to go and give everything away and ruin it, but something to wet appetites:

Note, these are all old screenies (and I don't feel like taking any recent ones). This is running on both PSP and PC.






lol @ clown cycle...

Customization:



UPDATE:
Some recent screens:

The 4 men meet on the battlefield..

Chicken?

HardHat hit a wall....

All of it modular and dynamic in realtime from config files editable in-game, and to think this is just the menu i'm showing you

Added a few more screenshots, all of these screenshots shown are now quite old compared to the true build..
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Last edited by SG57; 05-21-2009 at 07:46 AM.
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Old 05-19-2009, 06:09 AM
gunman121 gunman121 is offline
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Looks great, if you want any videos of it taken, PM me.
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Old 05-19-2009, 08:19 AM
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I can do a video when the time has come for it.

At the moment; intro, menu, options, customization, saving/loading, configuration and art is all 100% done.

Implementing the gameplay itself now.
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Old 05-19-2009, 12:13 PM
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Wow - looks great so far... I'm anxious to see the Homebrew Idol 2 release.
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Old 05-19-2009, 06:19 PM
Dark Chazz Dark Chazz is offline
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looks great SG!
can you tell me which mesh format you're using ? which one works best with LTE?
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Old 05-19-2009, 07:47 PM
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Dark Chazz - there isn't one in particular that 'works well' with LTE.

All of what you see is generated in code except the lightcycle model itself which is a wavefront OBJ taken from GLtron. keep in mind this version of LTE/irrlicht does not support the loading of material files (.mtl) so really I highly advice to steer away from OBJ if at all possible. I'm a fan of 3DS for static meshes (ms3d ain't bad either), MD2 for keyframe animated (ms3d for skeletal) and BSP for maps (.dae is an alternative if you can't get it into BSP).

This is just based off personal experience.
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Old 05-19-2009, 08:24 PM
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Well the menus worked great in the beta. I hope the gameplay lives up to the rest. A 3D tron light cycles game is something I've been wanting on the PSP for ages now.
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Old 05-19-2009, 08:30 PM
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can't wait, i played some 2d ones and didn't care for them.
but i always liked the idea. so in 3d i can imagine it being pretty cool
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Old 05-20-2009, 12:00 AM
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Hardhat - I am the same way, I won't settle for any 'crap'... Finished up my 'chase' cam, going to implement traces, collision+explosion then lastly AI.

After that I will gauge the amount of time I have left for a client-server functionality using LTE's networking namespace.

Cheers
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Old 05-20-2009, 02:31 PM
Dark Chazz Dark Chazz is offline
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Quote:
Originally Posted by SG57 View Post
Dark Chazz - there isn't one in particular that 'works well' with LTE.

All of what you see is generated in code except the lightcycle model itself which is a wavefront OBJ taken from GLtron. keep in mind this version of LTE/irrlicht does not support the loading of material files (.mtl) so really I highly advice to steer away from OBJ if at all possible. I'm a fan of 3DS for static meshes (ms3d ain't bad either), MD2 for keyframe animated (ms3d for skeletal) and BSP for maps (.dae is an alternative if you can't get it into BSP).

This is just based off personal experience.
Yeah I always use 3ds for static meshes too , but I use b3d for skeletal animated models.

btw how many fps do you get in the psp version of this game?
Irrlicht is a "LIGHTNING FAST REALTIME 3D ENGINE" , too bad LTE isn't
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