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Sage Grimm posted:Ah, just roll with it.
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# ? Oct 7, 2015 18:07 |
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# ? May 30, 2024 15:37 |
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Noyemi K posted:
Not sure if you're using a grid based roguelike type movement system but if you are, it's hard to tell what space your character occupies. I could be misreading the screenshot though.
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# ? Oct 7, 2015 19:50 |
poemdexter posted:Not sure if you're using a grid based roguelike type movement system but if you are, it's hard to tell what space your character occupies. I could be misreading the screenshot though. She's drawn at an offset to her internal position so that her sprite can occupy south-facing chamfered corners.
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# ? Oct 7, 2015 20:12 |
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Toying around with a new game core. First time I've done that in years. So fun! Just 4 circles and a stenciling shader. Working on a system that will powerfully composite basic geometry. (Additive/subtractive/masked) e: A selection cursor using subtractive geometry (via stencils). Unormal fucked around with this message at 04:27 on Oct 8, 2015 |
# ? Oct 8, 2015 03:47 |
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The creator of one of the best Unity3d learning courses ever made is doing a kickstarter for a Unreal Engine C++ course. https://www.kickstarter.com/projects/bentristem/learn-to-make-video-games-unreal-developer-course/description
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# ? Oct 8, 2015 06:51 |
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Is action planning feasible for large numbers of units? I keep flip-flopping between GOAP and utility AI for my thing, GOAP lets me give NPCs a lot more flexibility, but I remember reading that FEAR had trouble making more than 8 soldiers work at once, and I'm scared of pouring a month into it only to find that what works for 10-20 guys doesn't work for 300.
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# ? Oct 8, 2015 13:19 |
I've got basic combat and message logs in my game working this morning: Firearm attacks work differently from melee—they hit for a percentage of the enemy's maximum health, plus a die roll the size of your ranged attack modifier. This is meant to emulate hitting different parts of the target (for example, a shot to centre of mass would do more damage than a shot to the target's arm). It also makes it an attractive and viable option for taking down stronger enemies with more Damage Resistance (and some ammunition will negate DR entirely!). The cons are that Amihailu has limited ammunition and it isn't exactly a plentiful drop. Tactically, you might use it to soften up enemies from a distance before closing in for an easy melee kill, or use dropped chests as obstacles to their movement while you pick them off with her gun. Though, full-sized obstacles such as walls and pillars can't be shot over. The future ranged magic attacks will be able to hit around corners and target areas of effect, however.
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# ? Oct 8, 2015 15:17 |
Shaders: the video game. This is an artifact of the gif recorder. It doesn't freeze like that in game. Swiggity swoogity
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# ? Oct 9, 2015 04:01 |
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Manslaughter posted:
Whatever this wiggling is, ship it now. (That first gif also looks very nice, I love the subtle bloom effect the sky has)
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# ? Oct 9, 2015 04:11 |
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Manslaughter posted:
Sure it looks a bit weird with the whole screen freezing, but it might look really neat if a couple of flakes at a time stuck to the screen.
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# ? Oct 9, 2015 13:09 |
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Noyemi K posted:
This looks so good & cute. Love it.
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# ? Oct 9, 2015 13:46 |
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Manslaughter posted:
You've inadvertently modeled a perfect wacky waving inflatable arm tube man.
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# ? Oct 9, 2015 15:34 |
Today I worked more on firearms combat. To keep a long story short for the update, I've added:
for the longer story, this is where I was this morning: Noyemi K posted:[...]
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# ? Oct 10, 2015 03:38 |
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The fidelity of your stuff always blows me away. This is such a weird compliment, but I love that system menu along the bottom.
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# ? Oct 10, 2015 03:56 |
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This doesn't look nearly as neat, but here's my early progress making Delaunay triangulation spell "fun":
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# ? Oct 10, 2015 04:34 |
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I made a unequip/equip and a use animation! Also some other rubbish.
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# ? Oct 10, 2015 06:54 |
AntiPseudonym posted:I made a unequip/equip and a use animation! This is really neat! While I'm in between projects I've been working on a little space rogue-lite. I haven't put a lot of time into it, but I feel like it's coming together pretty quick. There are some collision bugs, but here's the latest on it. https://www.youtube.com/watch?v=5Xe0V-o4RKw I'm not sure if I'll finish this or not. sometimes i think I got something cool going on, others I think I'm just wasting time
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# ? Oct 10, 2015 08:25 |
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AntiPseudonym posted:I made a unequip/equip and a use animation! Looking real nice right there, bro.
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# ? Oct 10, 2015 09:39 |
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AntiPseudonym posted:I made a unequip/equip and a use animation! Sweet! I was going to go the 3D pixel textures for my next game I played around with it a while back and enjoyed the outcome - let's hope its not the next hot indie game trend :P
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# ? Oct 10, 2015 10:11 |
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AntiPseudonym posted:I made a unequip/equip and a use animation! RhysD posted:Sweet! I was going to go the 3D pixel textures for my next game These are both gorgeous and exactly what I've wanted to make something look like for a while now. I'd be perfectly content if this becomes the next big thing because I can't get enough of it.
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# ? Oct 10, 2015 10:44 |
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laziest shielding effect
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# ? Oct 10, 2015 10:44 |
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Hey there. Been trying to change the line spacing of text in Haxeflixel. Using FlxText, it's possible like that (Text1 is an FlxText): NewFormat = new TextFormat("assets/fonts/SkullzFontv1.ttf", 16, 0xF074d8f, false, false, false, null, null, "left", 0, 0, 0, 1); Text1.textField.setTextFormat(NewFormat); The TextFormat is being ignored using FlxTypeText, though, which is what I'd like to be using: https://github.com/HaxeFlixel/flixel-addons/blob/dev/flixel/addons/text/FlxTypeText.hx Here is FlxText, for reference: https://github.com/domrein/Flixel-Haxe/blob/master/org/flixel/FlxText.hx Maybe there could be some way to figure out what about FlxTypeText is leading to the TextFormat being ignored? Thank you! e: links were broken Pizzatime fucked around with this message at 11:08 on Oct 10, 2015 |
# ? Oct 10, 2015 11:03 |
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RhysD posted:Sweet! I was going to go the 3D pixel textures for my next game Man, that looks fantastic! Although man, if I move around a couple of my assets: Welp. Looks like 3D pixel art and mansions just naturally go together! AntiPseudonym fucked around with this message at 11:28 on Oct 10, 2015 |
# ? Oct 10, 2015 11:24 |
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AntiPseudonym posted:Man, that looks fantastic! Although man, if I move around a couple of my assets: Hahaha, that's awesome Mine was originally a test for a haunted house type dealio.
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# ? Oct 10, 2015 11:45 |
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hello i decided to start screwing around with game maker again thank you for looking at my gif. bye
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# ? Oct 10, 2015 12:07 |
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Getting awful Touhou flashbacks there. I'm beginning to seriously start dedicating myself to Actually Make A Game, but I just don't have the time for a full fledged one. I'm wondering if I shouldn't start out with microgames, really small ones centered around a specific theme ala WarioWare. That way, I avoid having to make a shitload of assets for one project and keeps scope creep from overwhelming me.
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# ? Oct 10, 2015 13:46 |
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That is an excellent, excellent idea. You, and everyone else thinking about making a game should do that.
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# ? Oct 10, 2015 14:32 |
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Dr. Stab posted:That is an excellent, excellent idea. You, and everyone else thinking about making a game should do that. It is very tempting. Hmmmmm.
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# ? Oct 10, 2015 15:01 |
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I know it isn't what you're focusing on, but you've got some ice skating going on there. For testing / "dear god the default walk is too slow", I'm guessing? ... also, the environments for Spartan Fist are coming together nicely. The door hasn't been voxel'ed out yet, of course, but the rest are done. All those pieces are individual assets, too, so we can build out platforming challenges or whatever in addition to the edge walls.
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# ? Oct 10, 2015 15:32 |
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Shalinor posted:I know it isn't what you're focusing on, but you've got some ice skating going on there. For testing / "dear god the default walk is too slow", I'm guessing? That's exactly it. Since I'm doing this on a shoestring budget I'm trying to save money by not commissioning an artist to do the models and animation until the rest of the game is feature-complete, so I can hand over as tight an asset list as possible. Until then everything you guys see is filler graphics, the walk I've been using is pretty atmospheric, but it looks best when the character movement speed is around 300 (in uu). The gif is closer to 650, which feels about the right speed, and I didn't bother to fix the ice skating since both animation and model are eventually getting swapped out. ^^
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# ? Oct 10, 2015 16:01 |
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Shalinor posted:I know it isn't what you're focusing on, but you've got some ice skating going on there. For testing / "dear god the default walk is too slow", I'm guessing? What are you guys using to build that? Quibicle or MagicaVoxel or just hand done in a 3d modeler?
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# ? Oct 10, 2015 16:15 |
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xgalaxy posted:What are you guys using to build that? Quibicle or MagicaVoxel or just hand done in a 3d modeler?
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# ? Oct 10, 2015 16:31 |
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Shalinor posted:No clue. I know it isn't MagicaVoxel, at least. What I get aren't .vox files, they're just optimized .FBX files Spartan Fist is done in UE4, right? I don't know if this even comes up, since it doesn't look like you need to cull as hyper-agressively as I am, but with so many interlocking voxels have you had any problems with frustum culling leading to visible pop-in around the edges? You can kinda see it even in the low-def gif I posted, and it's bugging the hell out of me.
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# ? Oct 10, 2015 16:57 |
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Shalinor posted:... also, the environments for Spartan Fist are coming together nicely. The door hasn't been voxel'ed out yet, of course, but the rest are done. All those pieces are individual assets, too, so we can build out platforming challenges or whatever in addition to the edge walls. Still drawing fish. Up to 13 different sketches now.. most of these aren't important characters but I figured I'd try give every npc in-game a personallity because I'm a giant sperg >_> First one to guess the imaginary band name of the third dude get's an imaginary medal! Unperson_47 posted:This is beside the point but, out of curiosity, what did you use to sketch those with? I really, really like how the colors came out. Imaginary Friend fucked around with this message at 17:43 on Oct 10, 2015 |
# ? Oct 10, 2015 17:17 |
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This is beside the point but, out of curiosity, what did you use to sketch those with? I really, really like how the colors came out.
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# ? Oct 10, 2015 17:26 |
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Omi no Kami posted:Spartan Fist is done in UE4, right? I don't know if this even comes up, since it doesn't look like you need to cull as hyper-agressively as I am, but with so many interlocking voxels have you had any problems with frustum culling leading to visible pop-in around the edges? You can kinda see it even in the low-def gif I posted, and it's bugging the hell out of me. Doing 100% runtime-built-from-VOX-files voxels is kind of crazy, and runs you down some dead end alleys. Your lighting in UE4 will never be as good (because you have to pre-bake the distance fields in .FBXs for that), you'll run into weird visual culling problems because of lack of obvious mesh divisions, your physics will likely be a bit junky since you have to generate them runtime too, etc, ec. OTOH, voxels-as-FBX works great, and if the lighting changes a bit when you smash them into their constituent voxels, who cares, you're changing the surface enough that no one really notices. We might even be able to exploit UE4's pre-computed shattering, add some internal surfaces on the voxel mesh, and get even THAT without an obvious drop in lighting quality. We shall see. Shalinor fucked around with this message at 17:38 on Oct 10, 2015 |
# ? Oct 10, 2015 17:36 |
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I want to use the Kenney assets to make a Breakout clone, but I'm having trouble using the spritesheets in Tiled. The sprites aren't always regularly spaced apart, nor are at simple sizes like 64x64, or 32x32. If I try and import a spritesheet, the sprites are always way too large, and cut up really oddly - usually into fourths, and bleeding over into each other. Everything looks loving awful. Plus, I'm trying to make a game where a field is 640x480, and I want tiles to be easily compatible with that - tiles that are some weird number like 108x142 fucks that up. Has anyone used Kenney spritesheets with Tiled, or at least understands what I'm trying to do?
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# ? Oct 10, 2015 17:37 |
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Shalinor posted:That's why we're using .FBXs. These are only voxels for the sake of the aesthetic and, maybe, smashing them into pixel'y bits on impact. The .FBX files are "just .FBXs" and we can break them up in exactly the ways you normally would for efficient visual culling. They're also not grid-locked, which means we don't have to have the dumb stair-stepped 45 degree angles if we want, say, an hexagon arena instead of square arenas. We can just throw some walls down at 45 degree angles in the corner, make sure the edges align visually, and done. That's really clever, I don't know what the performance difference is between VOX and instanced FBXes, but the lighting it buys you sounds massively worth it.
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# ? Oct 10, 2015 18:08 |
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Noyemi K posted:
Looking at this, my worry is that the UI for shooting seems kinda cumbersome. Is that finalised?
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# ? Oct 10, 2015 18:26 |
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# ? May 30, 2024 15:37 |
Fangz posted:Looking at this, my worry is that the UI for shooting seems kinda cumbersome. Is that finalised? Not quite. It's a totally separate gamestate from normal movement at the moment so that game time doesn't advance while you're selecting a target. Originally I would have had the Reload function as part of the fire control UI, but I want game time to advance while Amihailu performs load actions. Currently it's [Main Control Flow > (fkey) Fire Control > (arrow keys + fkey again) attack] for attacks, which, while it works fine for me, might be cumbersome to a new player who might be used to a different system The Reload flow would be [Main Control Flow > (rkey) Main Control Flow/Reload UI > (reload function keys) reload functions] where reloading is a subset of the main control flow so that time advances while the player makes Reload decisions (to show that it takes time). The goal isn't totally to have this sleek, easy-as-pie system as the steps taken to actually engage a target are intended to make drat sure the player wants to pull the trigger before they actually do, with the different states representing different states of Amihailu's readiness and the Fire Control UI representing lots of tiny decisions and snap movements a well-trained combat pistol shooter makes as they engage their target. An alternative explanation could be that "well it's just like every other rogue-inspired game with ranged combat!" though, with the exception of the intentionally slow system of reloading
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# ? Oct 10, 2015 19:19 |