Cello Fortress

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
xrgo
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Re: Cello Fortress

Post by xrgo » Mon Mar 07, 2016 11:39 pm

nice, you could made a wallpaper with that
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Oogst
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Re: Cello Fortress

Post by Oogst » Sat Mar 12, 2016 5:20 pm

Another part of the level is nearly finished. The game is quickly becoming more and more complete! :)

[youtube]BfsEINIOD4A[/youtube]
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Cello Fortress: mixing game and live cello performance

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Re: Cello Fortress

Post by Oogst » Tue Mar 15, 2016 9:47 pm

I let my computer spent a whopping 39 hours to calculate 4,608 lightmaps for the tank in Cello Fortress. This atlas contains 1,024 of 'm. I don't think I've ever put my computer on such a big continuous rendering task before!
Tank1_Body_atlas_lightmap.jpg
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Cello Fortress: mixing game and live cello performance

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Re: Cello Fortress

Post by Oogst » Sun Apr 03, 2016 5:41 pm

The new Cello Fortress actually contains a fortress! :D Here's the entrance, which is intended to feel a bit like a boss fight.

Image

Normal gameplay is zoomed in a bit further, by the way.
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Cello Fortress: mixing game and live cello performance

Oogst
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Re: Cello Fortress

Post by Oogst » Fri Apr 08, 2016 10:33 pm

The next part of the level still needs a lot of work and is still full of gaps, but it's slowly going in the right direction. I hope to finish it this weekend so that it can be part of my first live gig with the new version of Cello Fortress next week. :)

Image
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Cello Fortress: mixing game and live cello performance

xrgo
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Re: Cello Fortress

Post by xrgo » Sat May 28, 2016 5:13 pm

just saw this image and remember your awesome project <3
http://imgur.com/gallery/m6K1DCQ

cheers!
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SamiTheGreat
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Re: Cello Fortress

Post by SamiTheGreat » Sun May 29, 2016 3:48 pm

This is very beautiful project!

Have you implemented lightmap system to Ogre for this project by our own? I am very interested in to implement indirect lighting in some form to our project also. I have a problem because our game is randomly constucted from modules so lighting calculation should be done when level is loaded. It seems that you bake your lightmaps in offline. Do you have any tricks to get lightmap calculation fast enough to be baked at level loading time?
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Oogst
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Re: Cello Fortress

Post by Oogst » Tue May 31, 2016 6:45 pm

SamiTheGreat wrote:This is very beautiful project!

Have you implemented lightmap system to Ogre for this project by our own? I am very interested in to implement indirect lighting in some form to our project also. I have a problem because our game is randomly constucted from modules so lighting calculation should be done when level is loaded. It seems that you bake your lightmaps in offline. Do you have any tricks to get lightmap calculation fast enough to be baked at level loading time?
Thanks! :)

My lightmaps are indeed rendered offline in an external tool, and it takes many hours to do so. I can imagine all kinds of techniques to speed up the process to do it while loading the levels, but since I haven't actually built fast lightmap generations that's not going to be very useful. The key is probably to tone done the quality far enough that is't doable in time, and to just get a super fast raytracer. Or look into other approaches that aren't as precise but look somewhat similar (I don't know any specific ones though).
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Cello Fortress: mixing game and live cello performance

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Re: Cello Fortress

Post by Oogst » Sun Sep 18, 2016 4:31 pm

Working on the Cello Fortress level art again! Slowly approaching the end of the level, this is an in-game screenshot. :)

Two giant cellos: when one just isn't enough.

Image
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Cello Fortress: mixing game and live cello performance

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Re: Cello Fortress

Post by ABBY1996 » Thu Sep 29, 2016 6:03 am

thanks!That "sounds" interesting . a youtube video would be great
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Oogst
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Re: Cello Fortress

Post by Oogst » Tue Jul 18, 2017 5:31 pm

It's been a while since I was actively working on Cello Fortress, I should really finish it and release it! This week I finally went back to real development so let's hope I can keep up the pace and get it done.

Yesterday I added threading to my calibration system so that it works 8x faster (on my CPU) and doesn't freeze the game for minutes. Today I've added a tuner tool to the menus. This let's the musician tune his instrument but it can also be used to practice hitting notes on exactly the right frequency. I've been using Cello Fortress for that kind of practice for a while now and this makes that a bit easier and quicker to use. It even works on vocals! Not that I can sing though... ;)

Image
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blog.oogst3d.net: my dev blog and portfolio
Ronimo Games: my game dev company
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/PS3/PS4)
Swords & Soldiers: side-scrolling RTS (PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance

Oogst
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Re: Cello Fortress

Post by Oogst » Thu Aug 03, 2017 2:43 pm

Finishing the game for release includes a lot of stuff outside the actual game that I still need to do, like an installer, loading screens, microphone calibration menu and being able to configure controls. That last one is pretty much done now:

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blog.oogst3d.net: my dev blog and portfolio
Ronimo Games: my game dev company
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/PS3/PS4)
Swords & Soldiers: side-scrolling RTS (PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance

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Re: Cello Fortress

Post by JackRes » Mon Aug 14, 2017 7:07 am

Awesome work Oogst, one day I hope to get this good with Ogre.
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