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Fort magma improvement

PostPosted: 19 Oct 2012, 01:01
by samuncle
Hello I made some improvement for fort magma.

A totally new feature, a canon that can hit and knock the player
Image
More lava in the cavern and an alternative way
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More objects in the castel
Image

I hope you will enjoy my improvement. If you found any bugs, please report them here. Thank and happy testing

Re: Fort magma improvement

PostPosted: 19 Oct 2012, 13:34
by RaceAce
It looks really nice, I can't wait to try it!

Re: Fort magma improvement

PostPosted: 19 Oct 2012, 13:51
by Hero
Looks good. When will you expect a temporary release of it?

Re: Fort magma improvement

PostPosted: 19 Oct 2012, 17:52
by samuncle
It's already released. In the SVN version or the last nightly.

Re: Fort magma improvement

PostPosted: 19 Oct 2012, 21:12
by Hero
I looked into the Fort Magma improvement. Great work. I like it.

There are however a few problems.

The castle looks to bright. Here's an edit of the texture. It makes it look much better.

castelwall.png
Edited version of the castle wall.


Again with the wall paper. In fact it might do better just to take it out.

wallpaper_mansion.png
Edit of wallpaper.


There you are. Hope it helps.

Re: Fort magma improvement

PostPosted: 19 Oct 2012, 21:32
by samuncle
Thank but I use vertex painting. Why vertex painting ? Because I can paint the outside wall darker than the inside wall. This simulate the light inside the castel.

For the wallpaper texture it's actually a controversial texture. So if you have a better idea or a better texture :)

Re: Fort magma improvement

PostPosted: 19 Oct 2012, 22:03
by Hero
I mean that the entire castle should be darker therefore making it more forbidding. Right now it looks like it could have belonged to Tux... or Beastie.

Re: Fort magma improvement

PostPosted: 20 Oct 2012, 01:29
by Arthur
Excellent work with Fort Magma, samuncle. :)
I think I agree with Hero that the castle could be a bit darker. Not too dark, but somewhat more grim would be cool.

Edit: heh, wrote this before I saw in the commit log that you've added vertex painting to the castle, so now it's probably much cooler already. :)

Re: Fort magma improvement

PostPosted: 20 Oct 2012, 02:52
by Hero
Here are some shot's with the new texture:
Screenshot-Untitled Window-1.png

Screenshot-Untitled Window-2.png

Screenshot-Untitled Window-3.png

And by the way. I'm making a Nolok's Land track. Is it fine if I use parts of Fort Magma? Should be but I think it would be polite to ask. ;)

Re: Fort magma improvement

PostPosted: 20 Oct 2012, 17:03
by Hero
To who is responsible for the Wayback machine: could you find a different way to get to it? If someone crashes into the glass in Nolok's castle they will end up going through, traveling in mid air for two seconds and then plunging to their doom. It makes it feel really messy. :eew:

And the wayback machine sign doesn't look good. On stone or on rotting wood look nicer. :|

Re: Fort magma improvement

PostPosted: 20 Oct 2012, 18:06
by samuncle
The wayback machine is normal. It's an easter egg. It's a room with the old tux kart texture.

And the way to get into is also normal.

Re: Fort magma improvement

PostPosted: 20 Oct 2012, 20:05
by Hero
Normal, yes, but potentially wrecking game play. Maybe at least a slightly glowing aurora you may drive on would make it a bit easier to understand? Or maybe it could come off a port instead of a window that should be solid? :think:

And about Nolok's Land? May I?

Re: Fort magma improvement

PostPosted: 21 Oct 2012, 23:49
by ctdabomb
Hero {l Wrote}:And about Nolok's Land? May I?

it released under an open source license so you can. but asking for permission is also nice :)

do the cannonballs hit the karts? that would be a nice obstacle.

Re: Fort magma improvement

PostPosted: 21 Oct 2012, 23:57
by Hero
ctdabomb {l Wrote}:do the cannonballs hit the karts? that would be a nice obstacle.

Yes they can... if you're stupid enough to stand there. :lol:

About the cannon balls. They rotate to much while they are on the ground. It looks weird.

Re: Fort magma improvement

PostPosted: 22 Oct 2012, 02:20
by samuncle
Making a good animation is really hard. In the future maybe I will improve the cannonball shoot. But for the moment it work and I don't have time to change this

Re: Fort magma improvement

PostPosted: 22 Oct 2012, 10:03
by Ludsky
It's very good improvment samuncle, Congratulations !

Re: Fort magma improvement

PostPosted: 22 Oct 2012, 23:27
by hiker
Hi,

this looks very good, I especially like the view of the castle when you are driving in the tunnel.

I agree with others here that the wallpaper doesn't look right for Fort Magma. Perhaps even just making it stone?

The other problem I have is that driving in the lava tunnel is not very smooth - there's always a jump when getting on the platform, and if you use zipper in the tunnel you are nearly certainly doomed.

What do you think about not making the road 'round' at the downwards corners ... kind of instead of a 90 degrees turned "(" shape, make it a 90 degrees turned "[" shape. That might make it a bit easier to drive closer to the edge, and also avoid the jump when getting on the platforms.

Cheers,
Joerg

Re: Fort magma improvement

PostPosted: 23 Oct 2012, 02:37
by Hero
hiker {l Wrote}:The other problem I have is that driving in the lava tunnel is not very smooth - there's always a jump when getting on the platform, and if you use zipper in the tunnel you are nearly certainly doomed.

What do you think about not making the road 'round' at the downwards corners ... kind of instead of a 90 degrees turned "(" shape, make it a 90 degrees turned "[" shape. That might make it a bit easier to drive closer to the edge, and also avoid the jump when getting on the platforms.


I like the element of surprise and danger (especially in reverse). I don't think that the jumps should be taken out. However more, as you described it, "[" shape would be nice.

Re: Fort magma improvement

PostPosted: 24 Oct 2012, 19:55
by samuncle
Well I can change the design of the road. But it's the last track, the final boss. I think it's normal to have a harder track.

Re: Fort magma improvement

PostPosted: 26 Oct 2012, 18:16
by ctdabomb
Here are some crits and issues I found/have:
the sign for the wayback machine is misspelled. is that on purpose?
the new castle texture seems to repetitive.
is this a shortcut? it's in between the fence and wall.
Screenshot.png
Screenshot.png (82.98 KiB) Viewed 14028 times

I found that by accident wile trying to find my way round the castle which is confusing.
these faces look quite ugly in the game:
FortMagma.blend.png

and what blender version do you use? your .blends frequently crash when I am looking at them. I use 2.60 and 2.63

Re: Fort magma improvement

PostPosted: 09 Nov 2012, 04:20
by Hero
About the textures. Could you use my edits or darken them your self a bit? Right now (including from your screenshots, in game and in Blender) the bricks are too bright. And I think that the wallpaper does fit but it needs to be darkened as well.

I know you're using vertex painting but it still doesn't darken teh castle wall properly.

Right now as I said it looks like it belongs to Tux.

Re: Fort magma improvement

PostPosted: 09 Nov 2012, 22:46
by samuncle
No I will still use the vertex painting. Maybe I can darken it. But using 2 textures is not recommended (it takes more place and if you change the brighter you need to change the other one).