Friday, October 26, 2012

Underhell Chapter One : Sneak Gameplay Demostration





After 3 months of being quiet, here is the first Gameplay Video of Underhell Chapter One, showcasing the sneaky and infiltration gameplay aspect of the game.

1 : None of the AI behavior is scripted

2 : The Dynamic Music is entirely in game until the final montage.
3 : It is still a work in progress.

Make sure to read the tutorial to Understand how this works!


http://www.moddb.com/mods/underhell/tutorials/enemy-ai-improvements-sneaky-ga...


Mod DB Page : http://www.moddb.com/mods/underhell


Website : http://underhell.wecreatestuff.com/


Steam Community Page : http://steamcommunity.com/groups/Underhell

Tuesday, May 1, 2012

Off-Rail RESCUE

A Small Untiy3d game made by Thomas Marks and I.



Click on the Image to Play! or click here to download the executables for both MacOS and Windows.

Music By Nintendo.


ASTEROID GAME MECHANICS

ORIGINAL:

You control a ship with forward thrust and rotation to shoot asteroids, which break into smaller pieces, and score points while avoiding collision with them.

NEW GAME:

You must avoid and shoot obstacles to score points, with the same method and controls as the original but are also trying to escort and protect objects from the right side of the screen to the left to the multiply your score. Each time you make it back to the escort pick-up, you have to take more back with you.

PLOT:

An explosion in the neighboring boom-town has set their buildings ablaze! What’s more, its destroyed the only railway out of ton and sent flaming tumbleweeds sky high! Luckily, a local inventor has just finished his latest and greatest work, ‘The Mach-47 HeliTrain’! As the only engineer crazy enough to fly this thing, can you escort the townsfolk out of the boom-town and to safety!?!

Friday, March 16, 2012

Simple Raytracer

Simple raytracer that calculates colors for individual pixels. The raytracer is able to calculate shadows, diffuse lighting, specular reflection, as wells as actual reflection up to three levels of recursion. Executable found here and a sample parameter file here.

Formating for the parameters:


NEAR <n>
LEFT <l>
RIGHT <r>
BOTTOM <b>
TOP <t>
RES <x> <y>
SPHERE <name> <pos x> <pos y> <pos z> <scl x> <scl y> <scl z> <r> <g> <b> <Ka> <Kd> <Ks> <Kr> <n>
LIGHT <name> <pos x> <pos y> <pos z> <Ir> <Ig> <Ib>
BACK <r> <g > <b>
AMBIENT <Ir> <Ig> <Ib>
OUTPUT <name>

Wednesday, February 22, 2012

Underhell - Chapter 1 Trailer

Trailer for the Half-life 2 mod i'm coding for. Check out the already released prologue!

Official Website: http://underhell.wecreatestuff.com/

Env_message Entity modification HL2 (for Underhell mod)

A modification to Env_message. The button on the left is an Env_message entity with a parameter override in a new input function. This mod uses that override to specify which message index to print. This way numerous different messages can be displayed with only one Env_message entity.


The right-most button is a game_text entity and the middle two are Env_message entities using keyvalues instead of parameter overrides to print a message. Source code for this is available on request.

Ambient Generic entity fixed (for Underhell mod)

This fixes the Ambient Generic stop and toggle methods to stop and toggle a non-looping sound.


This online guide:https://developer.valvesoftware.com/wiki/Ambient_generic:_stop_and_toggle_fix


did not work correctly until I notted (! operator) m_fLooping in the if statement.


Shooting the white block toggles the sound and shooting the other block stops the sound.