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I know its a little early but is anyone here going to do Ludum Dare? I'd really like to do something.
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# ? Jan 27, 2020 12:17 |
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# ? Apr 26, 2024 09:28 |
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ButtWolf posted:I know its a little early but is anyone here going to do Ludum Dare? I'd really like to do something. 7drl coming up before that
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# ? Jan 27, 2020 13:13 |
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leper khan posted:7drl coming up before that ooh good cause I found out I'm at a conference at the same time as LD. So, same question: who wants to team up for 7DRL? I can do a bit of everything, but I'm not great at anything.
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# ? Jan 27, 2020 13:23 |
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jizzy sillage posted:
Read this
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# ? Jan 27, 2020 14:18 |
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Surprise T Rex posted:Just chiming in to say this is rad as hell. Sure! I mean it really is that simple. The Perlin noise function I wrote does all the work. Just a matter of using different layers of noise. For instance, I simulate cliffs and fault lines by taking one Perlin seed, and use it to switch between two different Perlin seeds for elevation. But that's modulated again by another "continent" layer with a bigger size, giving the illusion of grand oceans progressing to inland zones. The temperature layer then determines coloration, vegetation, and is used to tweak the rules in a few other areas. Like beaches become oases in hot areas, but stone barriers in cold ones. And the cutoff between what is cold and hot differs depending on other factors as well, and causes a pleasant bleed-through between zones. There's also a river layer, which is basically anything close enough to 0.5 is considered a river/lake, which overrides elevation. Then a vegetation layer that is affected by elevation and temp. And more... As long as you know how setting your Perlin max and minimum affects the noise, you can use simple math to create lots of unexpected emergent formations.
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# ? Jan 27, 2020 15:41 |
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Onimwad posted:Here's some more screens of the terrain generator's output. Lookin sick. Sick as gently caress.
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# ? Jan 27, 2020 16:01 |
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I had previously posted about making a version of solitaire. I've implemented normal solitaire, freecell and spider. It is functional, but not particularly fancy. I am now programming the basis for adding trick taking games like bridge or whist and have discovered a flaw in the design of my program. I have an object that has the game state and handles all the game logic and a UI object that receives input and animates all the cards to the correct positions. As I've got things right now, when the final card in a trick gets played instead of it being played to the board, it and the three cards on the board would be taken away instantly because that's the final result of that card being played. Multiple cards taken away at once if I implement computer opponents. Looks like I'll have to implement actions happening after a delay or some kind of animation queue.
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# ? Jan 27, 2020 19:12 |
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Thanks, I'll check it out.
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# ? Jan 27, 2020 22:41 |
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jizzy sillage posted:Thanks, I'll check it out. In short unless you have objects that will move around you can get away with only baked light maps and some fake volumetric effects via particles or shaders. If items will move around then still go with a baked workflow but play with light probes. I don’t know how intensive your project is but you could probably get away with real time lights but I would lean on baking the sunlight probably.
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# ? Jan 27, 2020 22:49 |
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al-azad posted:In short unless you have objects that will move around you can get away with only baked light maps and some fake volumetric effects via particles or shaders. If items will move around then still go with a baked workflow but play with light probes. I don’t know how intensive your project is but you could probably get away with real time lights but I would lean on baking the sunlight probably. I have some characters walking around, plus a whole slew of minor props (none with collision boxes that the player might touch. Things like flower pots in windows above the walkable area) that appear and disappear live during the scene, but don't move. Currently both scenes in testing are daytime lit (skybox + sun) with no artificial lights, but the research lead wants a night version of each with artificial lighting if I can do that. I gotta learn daytime first I suspect. Reading the link, I'm guessing I need a mix of real-time and baked, probably depending on whether the given object will always be present in scene or not. With everything currently real-time, and all of the other scene stuff working at its highest complexity, I'm at 250fps on my laptop so I have room to maneuver.
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# ? Jan 27, 2020 23:07 |
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I'm looking for some feedback on a new game mechanic that I'm working on. This is some very early footage. I am adding these yellow lanes that the player must steer in the direction of. Right now this is on autoplay as I'm still figuring out the actual mechanics, so the player is just stuck to them. But basically the player has to at least tap to steer left or right when hitting them. This is in addition to the rest of the rhythm game controls. I'd like to make the animation look really cool... as if the player is actually accurately maneuvering down these yellow lanes doing moves like barrel rolls back and forth and such. https://youtu.be/fUt-STgh_rE https://youtu.be/UHbGRqLq7pw You can also see in the first video that now the track's walls can be moved around to re-shape the track in interesting ways. Before, the track was always the same width.
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# ? Jan 27, 2020 23:32 |
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Finally back to working on small craft maneuvering characteristics - specifically, how well they interact with my existing pathfinding and collision-avoidance code. Could be worse, could be better.
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# ? Jan 27, 2020 23:48 |
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ButtWolf posted:ooh good cause I found out I'm at a conference at the same time as LD. So, same question: who wants to team up for 7DRL? I can do a bit of everything, but I'm not great at anything. I was thinking about trying out 7DRL, I'm a programming specialist and I've got some experience with roguelikes and procedural level generation.
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# ? Jan 28, 2020 00:26 |
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ButtWolf posted:ooh good cause I found out I'm at a conference at the same time as LD. So, same question: who wants to team up for 7DRL? I can do a bit of everything, but I'm not great at anything. I'm in! I can program. Let's do it. If you want. Peewi posted:Looks like I'll have to implement actions happening after a delay or some kind of animation queue. Do you have any animations now? I've seen board games and card games have animations so you can see what happened on other player's turns as well as settings to change the speed (like normal, fast, instant). If I was you I'd probably start thinking through what movements would be the most natural (what do you do when you're actually playing cards) and then think through a way to handle animations and delays that fits your use cases. An alternative would be show a history of actions and when they resolve instantly and look weird players can check the log for what happened. Which tech/engine are you using? awesomeolion fucked around with this message at 00:48 on Jan 28, 2020 |
# ? Jan 28, 2020 00:46 |
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awesomeolion posted:I'm in! I can program. Let's do it. If you want. Thermal Anomaly posted:I was thinking about trying out 7DRL, I'm a programming specialist and I've got some experience with roguelikes and procedural level generation. Discord Channel for 7DRL Team Come on in, all goons welcome
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# ? Jan 28, 2020 02:15 |
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Hey all I accidentally created a black hole generator with my enemy movement code Somfin fucked around with this message at 02:28 on Jan 28, 2020 |
# ? Jan 28, 2020 02:24 |
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ButtWolf posted:Discord Channel for 7DRL Team Sure, why not, I'll poke my nose in.
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# ? Jan 28, 2020 02:27 |
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Somfin posted:Hey all I accidentally created a black hole generator with my enemy movement code *slurping noise*
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# ? Jan 28, 2020 02:55 |
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Somfin posted:Hey all I accidentally created a black hole generator with my enemy movement code A rather dark reimagining of lemmings imo.
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# ? Jan 28, 2020 03:34 |
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awesomeolion posted:Do you have any animations now? I've seen board games and card games have animations so you can see what happened on other player's turns as well as settings to change the speed (like normal, fast, instant). If I was you I'd probably start thinking through what movements would be the most natural (what do you do when you're actually playing cards) and then think through a way to handle animations and delays that fits your use cases. An alternative would be show a history of actions and when they resolve instantly and look weird players can check the log for what happened. Right now my animation just consists of lerping cards to their new position, though I intend to also add an animation for flipping cards instead of instantly switching between the card back and front. Adjustable speed is a good idea and I had not considered it. Having a log is on my to-do list, but mainly to enable replays and undo in solitaire. I hadn't considered the option of showing it to the player. I'm using WPF, which isn't meant for games, but seems to work well enough for what I'm doing. I guess it'd be an issue if I ever want to make a non-Windows version. The game logic, such as whether a card can be moved on to another card, is C# with no WPF specific parts.
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# ? Jan 28, 2020 04:33 |
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Somfin posted:Hey all I accidentally created a black hole generator with my enemy movement code The Chandrasekhar limit, illustrated with cute hedgehog things
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# ? Jan 28, 2020 04:40 |
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ButtWolf posted:Discord Channel for 7DRL Team There's also the general Discord for this thread and/or the Awful Jams community, which is a goon-run (but no longer goon-exclusive) game dev community - https://discord.gg/UwXZtgJ.
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# ? Jan 28, 2020 10:04 |
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Somfin posted:Hey all I accidentally created a black hole generator with my enemy movement code https://www.youtube.com/watch?v=N0HoqjxfvJ4
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# ? Jan 28, 2020 10:09 |
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Onimwad posted:Here's some more screens of the terrain generator's output. Wait, hang on.. this is Game Maker!
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# ? Jan 28, 2020 12:14 |
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Shoehead posted:Wait, hang on.. this is Game Maker! Yep. I started it in GMS 1.4, then ported over to GMS2 a few months back. I still don't understand this "layers" thing they added, lol...
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# ? Jan 28, 2020 15:10 |
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Anyone who is more familiar with shaders - I have something of a conundrum: So right now I'm working on finding a way to give interactable objects a toggleable "highlight" preferably in the form of an outline. While this seems simple enough to do with 3D objects that have materials, and 2D sprites by themselves, I'm having trouble finding a method that will work with the strange hybrid our game is in. Our characters/objects are made up of several 2D sprites, some of which use masking to create an illusionary 3D turning space for them. (Their faces are great big rectangles that simply move left and right under the body mask when turning) So the question is - how do I create an outline shader that simply outlines the final SEEN result? I don't want the individual makeup of sprites to all be outlined, which means I can't place a shader on the individual objects, but I also can't use a camera shader since it outlines everything in view instead of just the object being selected? I'm honestly baffled on where to even begin here.
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# ? Jan 28, 2020 21:19 |
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Bert of the Forest posted:Anyone who is more familiar with shaders - I have something of a conundrum: Does it need to be a real outline shader? Can you make the outline another sprite layer that you can toggle visibility on based on user selection?
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# ? Jan 28, 2020 21:35 |
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Bert of the Forest posted:Anyone who is more familiar with shaders - I have something of a conundrum: My first guess is to draw all the parts onto video memory/texture, thereby flattening them for you to apply a shader before drawing all at once. Then throw that away to ready for the next frame. Though I can't say for sure if that's something you can even do with what you're working in or if it is efficient.
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# ? Jan 28, 2020 21:38 |
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novamute posted:Does it need to be a real outline shader? Can you make the outline another sprite layer that you can toggle visibility on based on user selection? This probably wouldn't scale well with how many objects we plan to have, so a shader that can handle this for all sprites would of course be preferable. Especially with moving objects, I'd have to make an "outline" sprite for every body shaped sprite in the hierarchy, which adds up quick.
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# ? Jan 28, 2020 21:43 |
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Bert of the Forest posted:This probably wouldn't scale well with how many objects we plan to have, so a shader that can handle this for all sprites would of course be preferable. Especially with moving objects, I'd have to make an "outline" sprite for every body shaped sprite in the hierarchy, which adds up quick. A suggestion- can you make a white-where-opaque version of every sprite you plan to have? Is that a thing that your game engine or workflow can easily spit out? If you can do that, then you can just do the classic pixel-art trick of drawing four copies of an all-white version of the intended sprite with the intended colour as a tint, offset slightly in all four directions, then drawing the intended sprite on top.
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# ? Jan 28, 2020 22:54 |
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Bert of the Forest posted:So the question is - how do I create an outline shader that simply outlines the final SEEN result? I don't want the individual makeup of sprites to all be outlined, which means I can't place a shader on the individual objects, but I also can't use a camera shader since it outlines everything in view instead of just the object being selected? I'm honestly baffled on where to even begin here. my immediate thought is what about a second camera that only sees the selected object and creates the outline? if it's possible to change layers of an object on the fly as you're selecting them, I think that might be one way it could work?
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# ? Jan 28, 2020 22:58 |
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Bert of the Forest posted:Anyone who is more familiar with shaders - I have something of a conundrum: I'm not sure how the sprites are set in regards to pivot, etc. But could you not make a copy of the sprites that need an outline, displace/push them back a tiny bit, scale them up, and replace their texture with an unlit flat colour? You'd basically just have a copy of the character with a flat outline colour playing right under the actual character. Though that depends on them being scale-able that way, and not having complex shapes like concave openings and etc. Any reason you can't just do something like this: https://www.youtube.com/watch?v=FvQFhkS90nI And then sample the camera's zbuffer or something similar to cull away the outlines you don't need/the ones overlapping the body? Or this: https://forum.unity.com/threads/free-open-source-outline-effect.314362/ Which says it has sprite support, in addition to meshes, etc.
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# ? Jan 28, 2020 23:23 |
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Here's some more progress on what I posted yesterday. I worked on the car animations, but the movement is still quite jittery, though. I'm curious if anybody thinks this makes the game appear more fun or interesting? The player must steer left and right to follow the yellow arrows. https://youtu.be/rrIFFQScV4A
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# ? Jan 29, 2020 00:38 |
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Bert of the Forest posted:This probably wouldn't scale well with how many objects we plan to have, so a shader that can handle this for all sprites would of course be preferable. Especially with moving objects, I'd have to make an "outline" sprite for every body shaped sprite in the hierarchy, which adds up quick. Generic indicators like rings, arrows or auras would achieve the same effect if the clone tricks posted above aren't viable. Keep an array of one-size-fits-all indicators off-screen and relocate them to the objects when they're in range. The only change you'd have to do to every object is tag them for your detection method.
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# ? Jan 29, 2020 01:02 |
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baby puzzle posted:Here's some more progress on what I posted yesterday. I worked on the car animations, but the movement is still quite jittery, though. I'm curious if anybody thinks this makes the game appear more fun or interesting? The player must steer left and right to follow the yellow arrows. I can't read this at all, so basically my interpretation is "there's various stripey things on the roadway and they probably inform the inputs the player has to provide somehow." The animation of the car seems OK, but as I recall it's always been kind of disconnected from the gameplay to some extent.
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# ? Jan 29, 2020 01:13 |
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Ok. Maybe I should show a more beginner-level example. e: this is one idea to better bring the rhythm and racing together. So the player is actively steering through these yellow lanes which are choreographed to the music. I'd like to also make more attempts to fix the "detached" feeling that many people get from the game. I'll try some more things tomorrow. baby puzzle fucked around with this message at 02:06 on Jan 29, 2020 |
# ? Jan 29, 2020 01:36 |
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Bert of the Forest posted:Anyone who is more familiar with shaders - I have something of a conundrum: Onimwad posted:My first guess is to draw all the parts onto video memory/texture, thereby flattening them for you to apply a shader before drawing all at once. Then throw that away to ready for the next frame. yeah render to texture and then run the shader on the final result when you render that back to the game world. Ez pz. Unless you need further 3D interactions with the game world, then it gets trickier.
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# ? Jan 29, 2020 01:47 |
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baby puzzle posted:Here's some more progress on what I posted yesterday. I worked on the car animations, but the movement is still quite jittery, though. I'm curious if anybody thinks this makes the game appear more fun or interesting? The player must steer left and right to follow the yellow arrows. I like it. I already thought it was cool how the visuals channeled F-Zero and WipEout. The new emphasis on movement definitely leans into that arcade racer feel with chasing yellow chevrons. Do you have speed boosts too or wouldn't that fit with the music?
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# ? Jan 29, 2020 03:12 |
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Bert of the Forest posted:Anyone who is more familiar with shaders - I have something of a conundrum: Could you explain your sprite system more? It sounds pretty cool.
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# ? Jan 29, 2020 04:00 |
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# ? Apr 26, 2024 09:28 |
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https://twitter.com/byobattleship/status/1222322804307087360 This was...intensive to model. I wish I had the resources to do these models justice...but I don't have the time/money to dig up sufficiently detailed reference images, let alone to turn them into game models. I know the data is out there because I can see renders other people have done of their 3D models, which are much nicer than mine. I wonder if they're working from kit models or something. But even if I had the data, I don't feel like I can justify spending the time to make really high-quality models. This bridge on its own took me about 3 hours to model...if I were to try to do it as realistically as I possibly could from a high-quality data source, it'd probably be more like a day or two, just for the geometry. The materials obviously still need a fair amount of work too. 14 ships down out of 49 playable...next up will be a couple of German ships so I'll have a destroyer/cruiser/battleship from every faction. Of course I also need some aircraft carriers, but since they're not playable there doesn't need to be nearly so many models for them.
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# ? Jan 29, 2020 06:11 |