dimanche 9 août 2009

The Flyin' Island



Recently, I became sort of addicted to the competitions organized on www.tigsource.com
Those are short contest (1 month), on various topics, aiming to create a game.

Some games are made with GameMaker, some in Java, some in Flash/AS, some with custom C++ engine, etc.

My contest entry depicts a ship's cockpit, and more precisely, the Bridge Deck. The view is entirely in realtime 3D, including the cockpit.

All the visual assets in the game were modeled in a more or less accurate way, technically speaking, to focus on the immersion & visual appeal. Zelda Wind Waker was my main inspiration source.

I wrote my game with a friend's engine, that covers all what it takes to create indie games. The engine was written in C++, but my game is enterely scripted.

The final delivery almost looks like a "game", with interactivity, and stuff to do.

Now for a short sequence of credits : I did the visuals & scripting, Maf (maf464.free.fr) gave me some Amiga mods I could use, and Mazami Tanzi (www.tanzi.jp) did the (short) Japanese translation.

TO PLAY THE GAME, read below
  • Download & unzip
  • install OpenAL
  • install VC Redist 2008
  • Click on Start.bat
I included all you need in the archive.

Right click here to download the game.

Choose your language with the left & right keys, select with [CTRL] or [SPACE].
Press spacebar on the title screen to launch the game.
In game controls : <- and -> to control the aim, CTRL to shoot boulders.
Destroy the ships on your route, bit hitting them with the boulders.
If you don't destroy any of them, they will hold you back and you will never reach the island.
Use the compass to find the direction of the Island.

mardi 7 octobre 2008

Energy Core Doggy, FLCL

  Nothing fancy, just an image borrowed, someplace on the WWW, so that I won't remember. Boy, I love that squared-dog.

Simple and boxy design, with a bit of high-tech.

(Origami found on www.flclw.com)

samedi 13 septembre 2008

Impressionism and the NES Palette

Lately, I spend some time watching the experiments of some blokes making pixel art with the very own palette of the original NES. This palette is quite limited, thus it forbid absolutely the nice & soft gradients our eyes are accustomed to ...

Therefore, I noticed some nice contrasts of blue / orange, in such experiments, nothing revolutionnary, but it reminded me two things :


I checked the facts, and indeed, there IS a violent and gorgeous contrast of blue and orange, especially in that Morimoto's anime. Then I decided to conjugate these visuals with the so-called "NES Palette".

The result was beyond my expectations, 'looks like it was made for it :


And Yet, no tweak at all !!!


Then I tried this palette on my 3D. It required some tweaks, but looks nice :



I have to work with this palette. Period.

VipeUt Bootleg Demake Finished (well, almost)



I finally put the [Finished] stamp on this thing I had started for the "Bootlet Demake" TIGSource contest, on tigsource.com

It's all but finished, anyway, I mainly wanted to emulate the very original rendering of a Vectrex, and make a small and playable game. I think I more or less succeeded, so let's settle on something else.

To download that thing, click on the link below :
VipeUt-install.zip


Tech Notes:
It should run on a PC, WinXP or Vista, with a rather recent 3D card. Vista users : make sure the UAC is disabled, the engine won't like it.

During the install, u'll be prompted to deploy OpenAL. Please install it, unless you already have it, otherwise, the game won't probably start.

The installer creates two shortcuts on the desktop, one using the full featured renderer (OpenGL 2.0), the other one using a more consusual rendering method, not as pretty but fairly ok.

Controls : use the arrow keys. Up = accelerate, Left & Right to strafe, Down = brake. The paddle is not handled.

The ship have a certain amount of energy, that decreases when colliding against enemies. Then it blows up.
Catch some bonus, that will drive the ship for you (autopilot), or increase your energy (power up). Just drive till the end, for 6 laps, and you're done

Press ESC to quit the game.

ENJOY!

dimanche 31 août 2008

Adandonned House | Realtime remixed

At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in Modo.

Here is it, realtime screenshot, directly from Barr's nEngine :



Thanks to Jibifaak for the helping hand on Modo.

mercredi 27 août 2008

Coin Locker Babies

  "Coin Locker Babies" contains some of the strongest visual evocations I came to read in a novel. Probably because I'm from that generation who experience a morbid fascination for urban ruins and waste lands. Is it the Island where Kiku and Hashi are raised, its abandoned mine and deserted town ? Is it this flat in Tokyo where a crocodile is locked in ? Or probably this solid and wildly dyed vision of Toxitown ?

Wikipedia mentions some interesting side facts :
"Coin Locker Babies" was the original name of this grand group "The Pillows".
The authors of "Silent Hill 4" might have found they inspiration is the novel.

God Bless Wikipedia (that was the lamest though of the week).

Related links :
http://en.wikipedia.org/wiki/Coin_Locker_Babies
http://www.urban-exploration.com/
David Ghodsi photography

mercredi 4 juin 2008

Stunt Car Racer

Yop, nothing to add. That's all I wanted to say, in rememberance of the nice hours we spent with some friends, dueling in Stunt Car' with two Amigas linked by a serial cable ...



Subsequently, I quickly made a 3D track, remotely inspired by STR's tracks.
Here's how it looks like, screenshot in nEngine :





Ain't it cool ?

samedi 10 mai 2008

Gravity Force

Wouldn't it be nice to make a simple Gravity Force clone, in 3D, with the latest & top-notch 3D/Physic engine ?

The main ship would look like that :

vendredi 1 juin 2007

Prop #0 / Steam Mainframe

Just made a prop for Panzer Planet : a Steam Mainframe, ie a steam operated large scale computer.
Where's the steam ? Where's the computer ? No idea :)



Screenshots directly from the 3D engine, btw.

mardi 20 mars 2007

Exodus | Our sun is dying ...

our.sun.is.dying
we.shall.escape.to.survive
please.lead.and.protect.us
to.the.exodus

vendredi 9 mars 2007

Boss #0 / Krieg Maschine #0

Thinking of a boss, at the end of level #0, I started to doodle.
I had the idea a kind of armoured bell, that would come in and out from a pit. Gotta define the sequence, with weak point and attack position.

Should not be too difficult ...

Boss #0 concept art

jeudi 8 mars 2007

Robotic lifeform (steam operated)

In my valiant attempt to create a video game I came to design some levels, of course, and some enemies. Here is one of them, not looking specially mean. It's a steam robot.

Robotic lifeform (steam operated)

Edit : 'refined it, the front wheel is smaller, 'like it better :)

Robotic lifeform (steam operated) Rev B.

vendredi 18 août 2006

Maya2LW Pipeline | Part 3



Thanks to the precious info given by Lernie Ang I was finally able to convert the eyeballs. Now, I there's just the eyelids left and the character will be completely translated from Maya to LW.

Sneak Peak Here

samedi 15 avril 2006

Lua experiment

For some reasons, I had the opportunity to test the LUA language. I spent one evening on it, then switched to Squirrel (which is very close). What I appreciate the most with scripted languages is that the classic C++ turnaround loop (Stop -- Debug -- Compile -- Link -- Start) is made a lot easier.

I took a moment to see how basic scripting turns out in LUA, then practicing things like tables, list, sort, file IO, it ended up in this :

Table / Linked list test : put values in a table, then in a list, display them.

Sort table of values : put randomized values in a table, sort it, and display it.

Bitmap output : throw RGB pixels in a binary file. This creates a RAW file, that you can open in Photoshop as long as you know its size & depth. The purpose of this was to be able to render a Mandelbrot figure to a file.

Mandelbrot fractal : using the previous routine, this sample simply computes the famous Mandelbrot figure. Left is the result.

mardi 1 novembre 2005

Maya2LW Pipeline | Part 2



Here's a quick snapshot of the texturing work in progress.

The eyes are still missing, here is how it turns out so far :

While trying to export a Maya scene to Lightwave with "MAYA2LW[2]" I experienced some issues with animated nurbs surfaces. So I decided to send an email to Lernie Ang, one of the authors (it's an open-source solution) of MAYA2LW.
The answer was very interesting, here it is :
Maya2LW2 was developed during a project that also used NURBS surfaces. this wasnt ideal at that time because i only introduced the idea of Maya2LW2-Poly-Only-Please to the modeler guy. it should have been done in poly. however, it DID work; i have had no problems with NURBS-to-Polygon conversion (with history, of course) at all. if it starts fine and then goes screwy after a few frames, i'm thinking of two things: 1.) OBJ *after* conversion must be reexported to make sure point order is correct, and 2.) ascertain that the poly mesh node was selected and not any other. this may or may not solve the problem. the reason why Maya2LW2 is a bit difficult to use regarding exportation is that it is hard (for me) to make assumptions about the complexity of a given scene. maya scenes can be super complex. if i had made assumptions about which mesh node to export it may not work 100 percent of the time. sometimes transforms share two or more shape nodes (e.g. two mesh nodes), which can be a bummer since Maya2LW2 will have to *figure* out which of them is really intended for export.

Lernie kindly sent me a link of another MAYA to LW solution : www.zdavu.com/dev/a2a

All this sounds like music to my hears, 'got to test asap !!!!