Subversive Takedown (top-down voxel shooter)

Miscellaneous projects by the Build and Shoot community.
190 posts Page 4 of 13 First unread post
Sponge
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Joined: Mon Nov 05, 2012 5:52 pm


Love this game! Played this with someone else online a few days ago and had lots of fun!
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


Release 33 is out. New changes include teams and a much improved voxel editor!
Download here: http://mp2.dk/st/builds/release33.zip
Moghard
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Posts: 51
Joined: Sun Dec 09, 2012 1:15 pm


The editor is a bit easier to use, but the window scales so much when i enter the editing mode.
I can't see all Size/Offset buttons because my screen is too small, can You fix it please? Green_tongue

I think that players should have separate weapon models. If You'll fix the window size, I can make some blocky rifle models, ok?
10se1ucgo
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


I've been working on a map.
Me, mat^2, and Tegu we're playing on it.
It includes custom models, skybox, and music.
Here's an early picture of it:
Image
(I'm using custom skins I made)
HoboHob
Winter Celebration 2013
Winter Celebration 2013
Posts: 979
Joined: Mon Nov 05, 2012 5:02 pm


10se1ucgo wrote:
I've been working on a map.
Me, mat^2, and Tegu we're playing on it.
It includes custom models, skybox, and music.
Here's an early picture of it:
Image
(I'm using custom skins I made)
Please give a download link to skins. I like them so much.
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


Just dumping some screenshots here from the upcoming release. I implemented (optional) SSAO, so the shading is much nicer now:

Image
Image
Image
Image

As you can see, there will be building as well! I intend to make it a part of the objective, i.e. you have to make some stairs to get to the objective.
CaptainDerpster
League Participant
League Participant
Posts: 496
Joined: Mon Nov 12, 2012 1:21 pm


awesome just awesome.
Linkind
Deuce
Posts: 4
Joined: Tue Mar 05, 2013 11:22 am


yeah,it's a very good update ;)
Moghard
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Posts: 51
Joined: Sun Dec 09, 2012 1:15 pm


I love the new effects, models look very nice. But I won't be able to use it I think.
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


Don't worry, it's totally optional so low-end users can still play. SSAO shouldn't be too demanding though, even on some newer integrated cards - it works on my Intel HD4000.
CraftDinur
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Posts: 152
Joined: Thu Nov 08, 2012 8:20 pm


i'm encountering a bug where my splash.png, cursor.png, and crosshair.png all show up as white boxes

Image
Moghard
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Posts: 51
Joined: Sun Dec 09, 2012 1:15 pm


That's exactly the same problem I have.
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


What GPU do you have? I'm pretty sure I know what the problem is, but I'm still curious.
CraftDinur
Deuced Up
Posts: 152
Joined: Thu Nov 08, 2012 8:20 pm


matpow2 wrote:
What GPU do you have? I'm pretty sure I know what the problem is, but I'm still curious.
i've got an Intel 82945G Express Chipset Family. everything else works fine, it's just those don't seem to show up.
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


matpow2 wrote:
Just dumping some screenshots here from the upcoming release. I implemented (optional) SSAO, so the shading is much nicer now:

Image
Image
Image
Image

As you can see, there will be building as well! I intend to make it a part of the objective, i.e. you have to make some stairs to get to the objective.

Now that looks a lot better than the video you posted originally!
GJ mat.
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