Yeah, we'll need a lot more info before we can critique anything reasonably. I trust you have some paper maps or concepts created that you're following? Post em up!
But...I don't think any of the airships ever had mario going inside the ship until pretty much the end?
Your lighting is pretty awful right now. I can barely tell whats going on...its so dark. Also..whats with the bright red? This looks less like an airship in the sky and more like a dungeon.
I think you would benefit from getting a sky in there right away...as the lighting and the sky will play together and add a lot to the environment.
Problem with the camera: It alright at the beginning of the level. It stay parallel toward the level and the player. Until I jump on the rotating fan the camera follow the player and now all I see is behind the player instead of the side of the level. I somewhat resolved this problem be using another camera. Detaching the last one and attaching the new one.
But yeah the player is no more back at the camera and the direction are broken. ( The A,W,S,D touch move the player in four direction, but it depend on the player position. If it face the camera the W touch will move it backward and S touch will move it forward, If the character face the right side the W button will move it to the right, S to the left and A forward.)
So do it exist a way to move the character depending on the camera position instead of the player position?
Yeah changed the fire particle for a better one. After\ before
PS:... Ho wait I resolvef the porition problem. Via usin the velocity mode on screen allignement option
-The cannons: fully working, timed according to their positions, matinee corrected...
-Fire: Updated material, dynamic blocking volume added(damage zone)+ matinee
-Copters: Matinee updated, so it run smooth and straight
-added checkpoint
-Piston: Don't kill the player if sqash the pawn, attached KillZvolume but don't follow the piston, stay jammed on the floor or the celling
Description: A playable mario's aiship level remake. Still in his early beta(no texture, no enemies, but kismet(cannon,fan and killzone) fully working)
Note: Strangely, the camera don't attach to the player like it happen on the editor(dunno why) Try [multiplayer] [host game] and wait till you can play. It the only way I found to play the level correctly
Additional note: If you find some technical problem, tell me
if you could find or paint a good background image or multiple images to create the mario effect on the side view and then do a real lighting job it would help your level to improve. You should consider that before adding props.
ok dude, because this is hurting my eyes every time I look (And I want to see this look good)
you need to learn to take screenshots proper if you want some good feedback
which means
drop a player start
go into play mode
hit Tab
type "Showhud" (which hides your hud)
then type "Set rez 1980X1050" (Or whatever rez you think is best)
Then type "Screenshot"
that way people can see things with proper lighting, geo and shapes and not be constrained to a print screen you are taking of these.
Once you do this stuff im sure you can get some better feedback. I Cant even give 2 cents looking through due to the issues I addressed above. Go fix it! gogogo!
Also added the armature to Mario so I can movre freely his limb
I know in the second image Mario arms are bent very weirdly. But I think his arms are a bit too short for an optimal *hand on thigh* He look like he's dancing the indian thriller
[ame="http://www.youtube.com/watch?v=x81iip6psks"]Indian Thriller - YouTube[/ame]
First we could use a few references of the original level. Second I would suggest removing the rain, keeping everything as well lit and clean as possible, the extra atmosphere isn't really useful here because the player is attempting to platform, and the atmosphere gets in the way of that by hindering the vision of the player. I think the projectiles could use some definition, kinda a more, yes you made it or no you didn't, I think soft particles wont work to well here, as platforming is incredibly precise. Graphics need to serve the gameplay, not the other way around. But all in all its going good, keep trucking man.
it seems to me that you are using a weird hacky version of an isometric camera when you you should be using more of a spline camera to follow the player as he traverses through the level.
It was supposed a 2D camera (quite I can use the spline camera on another level that I did) But the commands to move the player are relative to his position. So he must always by back to the camera or else it create problem to move the player. The problem If I use a fix camera, when the player will go on the fan he will no more by back at the camera
Replies
But...I don't think any of the airships ever had mario going inside the ship until pretty much the end?
Your lighting is pretty awful right now. I can barely tell whats going on...its so dark. Also..whats with the bright red? This looks less like an airship in the sky and more like a dungeon.
I think you would benefit from getting a sky in there right away...as the lighting and the sky will play together and add a lot to the environment.
---
Finished the cannon + added [spam projectile] on kismet
:Like the upper cannons shoot first then the lower shoot after. But now they all shoot at the same time
But yeah the player is no more back at the camera and the direction are broken. ( The A,W,S,D touch move the player in four direction, but it depend on the player position. If it face the camera the W touch will move it backward and S touch will move it forward, If the character face the right side the W button will move it to the right, S to the left and A forward.)
So do it exist a way to move the character depending on the camera position instead of the player position?
PS:... Ho wait I resolvef the porition problem. Via usin the velocity mode on screen allignement option
So the kismet thing is nearly done:
-The cannons: fully working, timed according to their positions, matinee corrected...
-Fire: Updated material, dynamic blocking volume added(damage zone)+ matinee
-Copters: Matinee updated, so it run smooth and straight
-added checkpoint
-Piston: Don't kill the player if sqash the pawn, attached KillZvolume but don't follow the piston, stay jammed on the floor or the celling
http://www.gamefront.com/files/service/thankyou?id=22456927
Description: A playable mario's aiship level remake. Still in his early beta(no texture, no enemies, but kismet(cannon,fan and killzone) fully working)
Note: Strangely, the camera don't attach to the player like it happen on the editor(dunno why) Try [multiplayer] [host game] and wait till you can play. It the only way I found to play the level correctly
Additional note: If you find some technical problem, tell me
[only link shown because of the large images]
http://www.noelshack.com/2012-43-1350924970-finished-sky.jpg
http://www.noelshack.com/2012-43-1350924980-screenshot-2.jpg
http://www.noelshack.com/2012-43-1350924985-screenshot-3.jpg
http://www.noelshack.com/2012-43-1350924991-screenshot-4.jpg
you need to learn to take screenshots proper if you want some good feedback
which means
drop a player start
go into play mode
hit Tab
type "Showhud" (which hides your hud)
then type "Set rez 1980X1050" (Or whatever rez you think is best)
Then type "Screenshot"
that way people can see things with proper lighting, geo and shapes and not be constrained to a print screen you are taking of these.
Once you do this stuff im sure you can get some better feedback. I Cant even give 2 cents looking through due to the issues I addressed above. Go fix it! gogogo!
when I write Set rez 1980X1050 It don't work. Nether when I write screenshot
Nevermind found a proper tutorial...
So here the results
It was first like that
Then this
http://www.moddb.com/members/mariannemeloche/images/battleship-screenshot1#imagebox
Also added the armature to Mario so I can movre freely his limb
I know in the second image Mario arms are bent very weirdly. But I think his arms are a bit too short for an optimal *hand on thigh* He look like he's dancing the indian thriller
[ame="http://www.youtube.com/watch?v=x81iip6psks"]Indian Thriller - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=27uB3FC--ec"]Gameplay 01 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=cpaJaYMGcHI"]Mario's animation reel - YouTube[/ame]
Finally! I fully integrated this Mario pawn in UDK. Now let's ads the animations
http://www.moddb.com/members/mariannemeloche/downloads/battleship-v03
https://www.youtube.com/watch?v=Zj_PzkwgI3I