User: CrystalStudio |
Game 0.57 Charlee Intro This is more of the intro that has been realized in the past couple of weeks. We are currently in the middle of moving operations and this will be the last major update until we have alot more to show. Thank you everyone for your interest so far and anyone else who is interested in helping with this project contact us at partners@magrathean.ca Tags: environment video game neoaxis magrathean fps charlee intro |
User: CrystalStudio |
Game 0.57 Intro Wormhole Test Test of AE effects to create wormhole opening in the start of the game during a short machinima sequence that we film in the engine in high-quality and then work with to create results like these. Tags: TESTING |
User: CrystalStudio |
Game 0.57 Weapons Revamp 2,0 Same idea with the first video but now applied in a very crude way to further the experiment. I really like the results so far and just need to make weapon animations match that of the model and we are playing with some interesting cards I think... Tags: video game magrathean neoaxis weapons FPS experiment |
User: CrystalStudio |
Flamethrower Enemy Blooper Funny bug while playing around with one of the enemies in Game 0.57... Tags: video game environment magrathean blooper bug mistake opps haha lulz lol |
User: CrystalStudio |
HOWTO Install DGiG for Windows (x86) Download DGiG for completely free (as in beer): http://redux.magrathean.ca/software/dgig/ Tags: computer environment secondlife magrathean dgig lindenlab exporting simulator doityourself opensource libsl opensim |
User: CrystalStudio |
Game 0.57 Character Testing 2.0 Second attempt and we think this time it's gone for gold. The process is solid we have a mesh to program around with hundreds of animations and using attachments in the same way that Second Life does we have unlimite3d possibilities for character design. I am doing this process now for our entire crew so we can be in the game in one form or another :) Tags: neoaxis magrathean planetSDK secondlife export import game chracter |
User: CrystalStudio |
Game 0.57 Weapons Revamp Idea This is a way of animating weapons that some games like Crysis took. This is still a early mock up of how this works. The idea is rather than having a different model for the players FPS view-port you simply use the in-world model and animate that (the easier way is to just have arms and the gun as a separate model). This obviously presents many challenges because... A. The gun is animated and fires, and has moving parts depending on what it is, these must be in sync with movement and hand motions. B. The players stance and animation for walking, crouching, swimming, all change depending on what kind of gun you are holding and if you are holding none then your hands cannot be on screen as if they where. In this video what you are looking at is the ability to see yourself in the world, you can see the gun you are holding and watch it recoil, and when you reload your arms + gun move at the same time. Also, it still looks weird because there is no firing animation for the player itself but the gun does fire. This is why when the reload happens both the gun and hands move. The next step is to make hand gestures so the player model looks as if he is actually gripping the weapon, applying the different animations for each weapon type, firing animations with recoil. Let us know what you think if you have any thoughts as always. Tags: video game environment magrathean neoaxis planetSDK concept weapons FPSGame TPSGame experiment animation graphics |
User: CrystalStudio |
NeoAxis Character Animation Test 2.0 Got more of my wolf character into the engine, missing my arms due to rotation problems not being aligned on the Z axis. Recorded this because I thought it showed a decent amount of progress with exporting things from SL to NeoAxis in the form of something as complicated as an avatar with all attachments. Tags: video game computer secondlife neoaxis planetSDK magrathean exporting chracter |
User: CrystalStudio |
planetSDK 0.561 Dynamic Music System This almost exactly similar to the other video showing off the searching capabilities in the game a couple weeks ago...this one is slightly different. Firstly, it does not have my annoying voice in it ;) This time we have a dynamic music system that randomly chooses a track based on the tension of the galaxy (aka if you can die easily, be killed) you're in. These are short and just inspire a mood and last only 25 seconds. There is different music for hyperspace to represent the dark empty void that is such an expanse of the universe. Longer tracks at about 2 minutes for hyperspace. And when you view planets there is an short whim as the planet comes into scanning range. Most about 5 - 7 seconds long. Tags: computer video game |
User: CrystalStudio |
planetSDK 0.561 Bravo "MainMenuWorld" Demo2 Second test with some intro elements that have been developed since last upload. *. New icons when you hover over different items in rooms. *. Clicking mouse while in water cooler mode make bubbles :) *. Timelapse of day/night engine are increased to make time go by faster. *.First 4 lines of dialog from script (OMG!)...collection of playername. *. Added a city outside the window. *. Changed up camera movement to desk to make it more direct rather than moving past it at first. Tags: computer video game |
User: CrystalStudio |
planetSDK 0.561 Bravo "MainMenuWorld" Demonstration This last week here at the office we have dedicated ourselves to working on the MainMenu in the game which the player is greeted with each and every time they start the game so we wanted to spend alot of time with how it would look. Our main protagonist is an investment banker at the Caligula Investment Firm and is a regular joe for all respective reasons until well...that is why we have hired a writer! And that is where all of these amazing ideas are actually coming from! I would like to give a personal thanks to Deg Guildenstern for taking up the challenge to help get this project off the ground as we design concept art and then rough draft scenes like we are sharing today. The final step in all this is the polish where we would take the time to make the models you see with much higher detail but form and function are top priorities at this phase. Overall we think it's a interesting way to start off the game, was wondering what other people thought so here we go. You know the drill, if you got any comments good or bad then please leave them. Flickr Link: http://www.flickr.com/photos/cstudio/ Tags: computer video game magrathean neoaxis planetSDK |
User: CrystalStudio |
planetSDK 0.561 Star Searching Demo This is the first video where we thought narration was needed in the video so that what you are being shown actually makes some sense since this is all getting quite involved now. But I digress, we now have a new searching capability put in place that allows players to search by factors like population and name. So if an NPC or story element gives you a name of a planet you can easily get heading in that direction. Nothing special but it's a very important part of this project and getting to where you want to be. Thanks for watching. Please leave any comments good or bad about the mechanics shown. Tags: computer video game environment neoaxis magrathean crystalstudio planetSDK Game FPS alpha search universe galaxy indie |
User: CrystalStudio |
What is a Reality Bomb? From Dr. Who Thought up by Douglas Adams and re-invented in the last episode of the season 4 episode 13. The reality bomb caught my interest as it had a history with a certain guide to the galaxy and is one of the most unique weapons I have heard of all year. Just for fun. This is copyright BBC. Tags: magrathean trailer reality bomb |
User: CrystalStudio |
planetSDK 0.561 Weapons Test 3.0 Latest showcase of weapons configured for use in FPS mode of Game: 1. A very solid Wrench. 2. Uzi Sub-Machinegun. 3. Mossberg Shotgun. 4. M203 Assault Rifle. 5. Flamethrower. 6. RPG. 7. Railgun This is all running in Mono JIT compiler version 1.9 thanks to NeoAxis Group Ltd. and the latest updates to NeoAxis Engine. Here are some specs on rendering: [Engine] Render system: Direct3D9.dll (DirectX 9.0c [5.3.2600.5512]) Pixel shaders version: Pixel shaders 3.0 Vertex shaders version: Vertex shaders 3.0 Render technique: 64-bit High Dynamic Range (HDR) Filtration: Anisotropoc 16x Full screen antialiasing: 4 Video mode: 1680x1050 32-bit color [Other] Physics system: PhysXPhysicsSystem (AGEIA PhysX 100 Series PCI Card) Sound system: FMODSoundSystem [Hardware] Operating System: Microsoft Windows XP Pro (ver 2002 SP3) Processor: Intel Core 2 Quad CPU (Q6600 @ 2.40GHz) Memory: 2.41GHz, 3.25 GB of RAM Video: NVIDIA GeForce 8800 GT Tags: computer video game neoaxis planetSDK magrathean crystalstudio FPS alpha |
User: CrystalStudio |
planetSDK 0.561 + Caelum = Clear Skies We've upgraded our code-base of NeoAxis engine to the latest release that includes many awesome new features such as the following (not full list): ● Joysticks, gamepads, steering wheels and XBox360 controller support. Interface for integration of other input devices. ● Mono Runtime support. Now the engine can be started without installed .NET Framework. ● Fast native memory manager. Allocation and freeing unmanaged memory is about 3 times faster now. ● OggVorbis 1.2.0. ● Bug fix: Memory leaks in EVideoBox and DirectXSoundSystem. We've also added a awesome plug in from a NeoAxis developer on the forum named Thor22 from France. The plug in is an OGRE one called Caelum that allows for beautiful real-time skies via sky domes and Thor22 wrote a C# wrapper for the C++ OGRE plug in so it may work with NeoAxis. Caelum allows for: ● Dynamic sky colour ● Dynamic ambient light ● Dynamic fog colour and density ● Time scales, daytime settings ● Sun ● Moon ● Starfield Tags: computer environment video game neoaxis magrathean crystal studio planetSDK mono |
User: CrystalStudio |
Game 0.55 Alpha Test Run A complete internal run through of a basic concept that gets you from a city on earth, into another universe, and finally into your own ship that has been waiting for you... You can fly around the universe, goto galaxies and stars, white dwarfs, nebula's, and many other solar entities. You can analyze any planet you encounter, and choose to land on it (if you dare). Ever planet (except gas giants of course) have full surfacemaps with textures and custom skydomes and other atmospheric effects. This is an internal Alpha we have reached on the project and are marking this as step 1 in creating something that resembles a game. Tags: video game environment space neoaxis magrathean planetSDK crystalstudio computer FPS mono C# managed code DIrectX |
User: CrystalStudio |
planetSDK 0.55 Free Roam Space Travel In the universe we are constructing for the game you can travel faster than light if you have a proper ship. You may travel between galaxies then as you wish only limited by food and fuel. In this video demo I travel from Hyperspace to a regular Galaxy and fly past a orbiting moon of some random planet in that system. Nothing too exciting but now we have an entire very large and very expansive Universe for our players to travel around in. Next step is terraforming and heightmaps as we make it so you can land on the surface of planets and interact with others, collect resources, mine minerals, and many other things to come. Thank you for watching. Tags: neoaxis planetSDK magrathean crystalstudio secondlife video game computer environment simulator space travel alpha test |
User: CrystalStudio |
Commodore64 Emulator Inside NeoAxis 0.55 This is an example of something that started off more like a joke and turned out to be some serious work (not for the C64). We ended up using System.Runtime.Remoting to communicate between emulator itself and NeoAxis engine. Using this method we can bring in any emulator for any platform we like provided there is source code we can access. This will be alot of fun plugging SNES, NES, SEGA emulators into the game engine for people to play with. Excellent time wasters while in-game :) Total time invested in this venture was about a month and well worth it, made this video just to show of basic things to proove it really is another platform running inside the game engine and at a decent frame rate. Tags: neoaxis planetsdk magrathean video game computer engine c64 Commodore64 emulator C# |
User: CrystalStudio |
planetSDK 0.55 WebBrowser Demonstration This shows off the latest project here at the office, was getting real web-browser into the NeoAxis engine that you can interact with and load any site you want and also make fake websites for in-game content. Tags: electronics video game environment neoaxis planetSDK secondlife magrathean crystalstudio singleplayer FPS tech demo |
User: CrystalStudio |
Zombies and Gibs! *. More testing with blood decals *. Blood particle effects *. Physical gibs *. Post-effect heatvision added to M203 scope. Another good day of progress! Thought I would share as this is alot of fun to play with, cannot wait to get started on the story. (It has nothing to do with this room, or the zombies sadly.) NeoAxis invasion continues! Tags: video game environment computer neoaxis planetsdk magrathean gibs FPS engine |