I wouldn't reduce it too much. In an ideal world you have an extra high detail model (X0,000 polys) that looks amazing close up, and LODs that use the high detail model as a basis for texturing/normal maps etc.
Get the shape etc right first, then worry about reducing polygons later. ;-)
Performance was good although I haven't really tried it before (not that I remember anyway) so can't compare. Couldn't find any weapons and eventually died after my 20th kill or so. The goblin guarding the barracks was tough!
I remember the music in Secret of Monkey Island 2 being reactive to on-screen action, the first game using the iMUSE innovation.
Nice work p0ss. Where did you get the textures from - did you make them yourself? I'm especially interested in how you created the cracking effect.
I used this to create a nicer version with proper transparency:
http://opengameart.org/node/4400
The shape is good!
I wouldn't reduce it too much. In an ideal world you have an extra high detail model (X0,000 polys) that looks amazing close up, and LODs that use the high detail model as a basis for texturing/normal maps etc.
Get the shape etc right first, then worry about reducing polygons later. ;-)
It is a lot better than the previous banner!
It is a bit big but you could negate that by removing the margin at the top and pulling the menu upwards and making it central. See mockup here:
http://imgur.com/fVp12
Also the background planet is mostly obscured and a bit irrelevant. Lose it, it'll make the page load faster.
http://cooltext.com/
Will take you 10s to get a better logo.
Please remove or at least make smaller the rather 90s-web looking giant GIF logo.
3-5minutes long... er... why?
Just collect 10-20 different 2-3s sounds and play them (intelligently) randomly.
Performance was good although I haven't really tried it before (not that I remember anyway) so can't compare. Couldn't find any weapons and eventually died after my 20th kill or so. The goblin guarding the barracks was tough!
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