CarKill Apocalypse

Post your Construct-made creations!

Post » Tue Apr 15, 2008 1:26 am

[quote="Davion":252kc73u]Good luck with the photo adventure![/quote:252kc73u]

Cheers, though I'm still trying to figure out exactly what I'm going to do about making the building textures... It's not exactly easy to find some post apocalyptic buildings to take sample photos from, so I may end up having to photoshop some textures from scratch D:

Oh well, I guess I have plenty of time... seeing as I'm pretty much gonna wait for Construct v1.0 before I get too committed on the coding side of things... gives me plenty of time to source/create graphics. 8)
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Post » Tue Apr 15, 2008 1:31 am

There are a lot of websites out there that host royalty-free textures, a good one being:

CGTextures.com

Combining rust, broken concrete, leaks, etc over the top of a building picture using layer blending will give you a good effect, and then you just paint some of the more specific damage in yourself and it will probably be pretty convincing. ;)
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Post » Tue Apr 15, 2008 1:51 am

[quote="Davion":9tw7z7nl]There are a lot of websites out there that host royalty-free textures, a good one being:

CGTextures.com

Combining rust, broken concrete, leaks, etc over the top of a building picture using layer blending will give you a good effect, and then you just paint some of the more specific damage in yourself and it will probably be pretty convincing. ;)[/quote:9tw7z7nl]

O.O

Why did I not know about this site before?!?

I love you.

BTW, here is a quick "mock" screenshot of how the game will look when it's done... mind you it was thrown together VERY QUICKLY so it will no doubt be changed somewhat... but this should still be a fairly good indication as to what you should expect!

(If photobucket would let me upload that is... oh well standbay it will be here eventually!)
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Post » Tue Apr 15, 2008 2:32 am

[quote="SoldjahBoy":2iv73z7g]
O.O

Why did I not know about this site before?!?

I love you.
[/quote:2iv73z7g]

Glad I could help, I'd also suggest checking out the tutorials on that same website, there aren't many but they are all good and give some good tips.
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Post » Tue Apr 15, 2008 3:27 am

Viewing the example image, my only real suggestion is maybe using a new layer to do some overlays? You could have a brown fog slowly creeping over everything, or whatever.

Ignore me if you hate the idea lol.
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Post » Tue Apr 15, 2008 3:40 am

[quote="Jeswen":319mnnpx]Viewing the example image, my only real suggestion is maybe using a new layer to do some overlays? You could have a brown fog slowly creeping over everything, or whatever.

Ignore me if you hate the idea lol.[/quote:319mnnpx]

No no sounds like a great idea to me... just wondering what impact it might have on performance though, as there are already LOTS of tiles on the screen... The craters are overlays as well as the water... its animated overlaying a "sludge-looking" layer with an additive filter. Some smog or smoky residue might look really cool though! I might even make it like swamp gas rising out of open manholes or something?

I also haven't added in all the details, like burnt-out old cars on the side of the road, road boundaries, old broken trees etc... I might keep adding to the mock screen shot as I make more graphics until it looks more like the final output ;)

Great idea though! This is the kind of suggestion I was looking for. Got anything else? :lol:
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Post » Tue Apr 15, 2008 3:54 am

The mock-up looks pretty sweet. Some suggestions, even though I know you mentioned it was done in a hurry:

I wouldn't bother with a speed indicator. Is knowing your speed really going to matter that much? Unless you're going to model the car physics realistically it doesn't seem like it's needed in a 2Dish car game.

It might be cool to tie the primary/secondary ammo to a gauge like that, though. Similar to a gas gauge on a car except it tells you when you're out of bullets, and it'd tie into the car theme. It might also prove beneficial because you wouldn't have to draw up weapon logos and ammo types for the interface, could just use the gauge and put the name of the weapon at the top or something.

Also, keep important information like health, armor, and ammo in one area so the player doesn't have to look at two different areas of the screen.

Looking cool
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Post » Tue Apr 15, 2008 4:07 am

[quote="Davion":3q2d339q]The mock-up looks pretty sweet....
[/quote:3q2d339q]

Cheers, but yes your suggestions are great. The tachometer was just slapped there as some sort of "mock" GUI, though you are right about speed etc not really mattering... it's going to be a very arcade style multi player shooter... I like the idea of using gauges as ammo counters though, thats kind of cool. I am also toying around with the idea of having fuel, and being able to get in and out of your car to raid wrecks of other cars to steal fuel and ammo etc.

Anything else you want to add just feel free to post here... and if you get lonely in terms of a project, I have some spots available for helpers! ;)

Cheers Again!

~Sol
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Post » Tue Apr 15, 2008 6:14 am

Might be interested in doing a post-apocalyptic interface for the in-game portion if you're interested.

I'm all about grungy and beat up stuff. ;)
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Post » Tue Apr 15, 2008 6:33 am

[quote="Davion":3s21asfm]Might be interested in doing a post-apocalyptic interface for the in-game portion if you're interested.

I'm all about grungy and beat up stuff. ;)[/quote:3s21asfm]

Go for it :D

Screen resolution 1024 x 768... obviously try to make it as compact as possible without being too tiny to read/decipher... other than that, knock yourself out, I'll be interested to see what you come up with! :D

PS. If you need the fonts for "CarKill" or anything like that then let me know... I'll find out what they are and give you a link ;)
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