Added: 2 years ago
From: JAKAMYmed
Views: 383
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  • Jac im proud of you bro :-) this is nabil your old friend. Awesome stuff. Hey dude i sent you an email on your hotmail account reply ASAP

  • yea i work in xna too, (have been doing so for about a year now) And i have to say this is awesome! especially for a one man team lol! anyway heres some more questions to keep you busy ;P what video capture program did you use? id love to upload some of my xna creations but dont know how to record good video like this. And how do you plan on implementing the controls for this game on zune? its got like three buttons lol( i ask because i would love to play it on zune someday)

  • Wow impressive! i love the particle effects especially the smoke ones. i thought the boss battle was well designed and looked challenging. the level design was also very well thought out.

    my only complaint is that the animation is a bit rough but still pretty good. do you use sprite sheets? do you have a team? and are you planning on releasing this on XBL arcade?

  • Thank you sodafountan for your comment :-)

    wow first comment and already so many questions :-0

    first, for the animation, the game runs in HD at a constant 60 frame per second, which means that the animation is smooth and don't suffer from jaggies or dropped frames(only the caveman have a full frames animation for the demo). I worked with a weak computer to capture the video so I used half the native resolution (half HD) and traded 60 fps for 30 (NTSC) and there are some hipcups on the video :-(

  • second, yes I use 'build time' spritesheets with a maximum of 4096x4096 patchwork texture.

    third, as for the team...sadly till now I did everything from scratch alone (T_T) : programing, 3D modeling, drawing, animation, soundeffects, music....

    (happily I learned A LOT :-)) ).

    fourth, I would love to release a multilevel, multiboss game based on my engine on XBL arcade. My plan was to finish the 2D engine, test it with a first mockup level, create other tools than the leveleditor,

  • and then finaly start the full game creation. (right now I am already in the tool creation phase :-)

    PS: forgot to add that the death animation for the prehistoric man is omited (I didnt notice that its missing till too late in the planning :-( );-p

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