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#26 Feb 05, 2014 12:36 AM
- Giganoto
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Re: Spyro 4
That grass looks grassilicious
Anyways this spyro fan game sounds promising so far. I'll be stalking it's progress here if ya don't mind...*hides in a bush*
''SPACESHIP!''
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#27 Feb 06, 2014 3:01 PM
- jehowi
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Re: Spyro 4
If this ever gets finished, you'll be my hero and I'll put a big poster of you above my bed. Will it be similar to the playstation 1 games of Spyro? If so, I'd gladly help you with some stories for the portal worlds... I can't do scripting though xD
Last edited by jehowi (Feb 06, 2014 3:02 PM)
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#28 Feb 07, 2014 3:32 AM
- Breaking Bad
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Re: Spyro 4
Thanks, I love being heroes to people.
Yes, this is similar to the PS1 Games.
If you want to help with any stories, then you can talk to Giganoto, because she is working on the story at the moment.
Thanks.
DDR, so your sis hogs all the games? LOL
Skype: BigMeth007, feel free to add me.
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#29 Feb 07, 2014 4:59 AM
- Flapjacks
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Re: Spyro 4
If you want, I could try to make music for the game. I've been following the guy making the music for Spyro Eclipse, and I was thinking of trying to make Spyro-like music myself.
I'm not sorry if I offended you.
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#30 Feb 07, 2014 11:37 PM
- Giganoto
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Re: Spyro 4
That's right people, I'm hired on this. And prepared to do any revisions on the story as i need to, because im almost 78% positive i wont get it right the first time lol
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#31 Feb 08, 2014 2:20 AM
- Breaking Bad
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Re: Spyro 4
Sure Flapjacks, you got my skype, just start doing whatever
DDR, so your sis hogs all the games? LOL
Skype: BigMeth007, feel free to add me.
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#32 Feb 08, 2014 2:29 AM
- Giganoto
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Re: Spyro 4
When i heard some music for spyro eclipse, i was pleasantly surprised at how spyro-like it sounded, while still being fresh.
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#33 Feb 09, 2014 8:30 PM
- Ulfbjörn
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- Registered: Sep 18, 2013
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Re: Spyro 4
Posting pictures now, are we?
Well, here's some homemade junk based off of Spyro 1 screenshotted from the old engine I wrote for this (warning: I'm not really a graphics artist):
Anyway, I thought it was just me and the bad breaker working on this but since there seems to have been some new posts here I suppose I should explain the state of affairs.
So I'm the game engine programmer; I had a decent environment (or well, still have I suppose) set up for this type of low-poly project, however there arose some issues with a third party library for collision detection which were promised to be rectified in a "soon to be" release by its author. However several months have since passed by without as much as a word from him and I kind of doubt anything more is going to be done for that library. I tried some fugly hacks to get it to work but it always ended up with access violations so I had to give up on that as well. An option is of course to write ones own collision routines; given the old-school character that is (was?) planned for this game a system using bounding boxes / spheres would probably be good enough. Due to the sudden halt in the development brought about by this, added to the fact that there didn't seem to be any 3D / 2D artists or animators around to supply any kind of media, the interest in the project took a dive and I've been focusing on some other things.
As of current I am writing a render engine from scratch using DirectX 11; this has been an ongoing project for about two months now and it is coming along quite nicely. As it stands there's still a bit to go before this engine will fulfill all I've intended for it, however it can probably be used for a PSX-esque Spyro game without too much additions to its current state, were that to be attempted. I do have other obligations to tend to at this time however, so I cannot really give any time frame other than that I could probably work on it to and fro whenever there's time.
However, to really get the ball rolling on this a serious 3D modeller would be needed, preferably one who could also do textures, UV mapping and animations, but those tasks can of course be split up among different people if desired.
I should point out that most original Spyro models were (and should be!) very low-poly and thus pretty "square". Making such models, like in the above screenshot, really isn't all that hard and if anybody feels like giving it a try I urge you to do just that, even if you've never made as much as a cube in a piece of 3D modelling software before. I could tell you the (few and repetitive) steps I used to make the above towers as well as how to texture them (the same process will work for most buildings in the PSX Spyro style), it shouldn't take much more than an hour to get this going. Character modelling and animations will of course require more dedication, but there are plenty of tutorials on this floating around if you have the spare time and want to give it a go.
Well, that's enough writing for now I guess, but I'll start keeping an eye on this thread more often
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#34 Feb 09, 2014 9:06 PM
- Gekoncze
- Baby Dragon
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Re: Spyro 4
I did some sphere x triangle collision checking in my sparx game, but idk if that's what you're looking for..
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#35 Feb 10, 2014 12:09 AM
- Breaking Bad
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- From: Denver, Colorado
- Registered: Dec 15, 2012
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- Age: 27 years old
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Re: Spyro 4
Yeah, Ulfbjörn is correct.
If only Skype didn't deliver that important message so late!
The good news is that my textures can be easily transported into the newer engine!
DDR, so your sis hogs all the games? LOL
Skype: BigMeth007, feel free to add me.
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#36 Feb 10, 2014 2:52 AM
- Giganoto
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- From: Canada
- Registered: Jan 07, 2014
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- Age: 27 years old
- Gender: Female
Re: Spyro 4
Posting pictures now, are we?
Well, here's some homemade junk based off of Spyro 1 screenshotted from the old engine I wrote for this (warning: I'm not really a graphics artist):
http://files.squarefantasy.net/screensh … yScene.pngAnyway, I thought it was just me and the bad breaker working on this but since there seems to have been some new posts here I suppose I should explain the state of affairs.
So I'm the game engine programmer; I had a decent environment (or well, still have I suppose) set up for this type of low-poly project, however there arose some issues with a third party library for collision detection which were promised to be rectified in a "soon to be" release by its author. However several months have since passed by without as much as a word from him and I kind of doubt anything more is going to be done for that library. I tried some fugly hacks to get it to work but it always ended up with access violations so I had to give up on that as well. An option is of course to write ones own collision routines; given the old-school character that is (was?) planned for this game a system using bounding boxes / spheres would probably be good enough. Due to the sudden halt in the development brought about by this, added to the fact that there didn't seem to be any 3D / 2D artists or animators around to supply any kind of media, the interest in the project took a dive and I've been focusing on some other things.
As of current I am writing a render engine from scratch using DirectX 11; this has been an ongoing project for about two months now and it is coming along quite nicely. As it stands there's still a bit to go before this engine will fulfill all I've intended for it, however it can probably be used for a PSX-esque Spyro game without too much additions to its current state, were that to be attempted. I do have other obligations to tend to at this time however, so I cannot really give any time frame other than that I could probably work on it to and fro whenever there's time.However, to really get the ball rolling on this a serious 3D modeller would be needed, preferably one who could also do textures, UV mapping and animations, but those tasks can of course be split up among different people if desired.
I should point out that most original Spyro models were (and should be!) very low-poly and thus pretty "square". Making such models, like in the above screenshot, really isn't all that hard and if anybody feels like giving it a try I urge you to do just that, even if you've never made as much as a cube in a piece of 3D modelling software before. I could tell you the (few and repetitive) steps I used to make the above towers as well as how to texture them (the same process will work for most buildings in the PSX Spyro style), it shouldn't take much more than an hour to get this going. Character modelling and animations will of course require more dedication, but there are plenty of tutorials on this floating around if you have the spare time and want to give it a go.Well, that's enough writing for now I guess, but I'll start keeping an eye on this thread more often
Aw dang, that's really cool :0
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