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ButtWolf
Dec 30, 2004

by Jeffrey of YOSPOS
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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leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.

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

ButtWolf
Dec 30, 2004

by Jeffrey of YOSPOS

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.

al-azad
May 28, 2009



jizzy sillage posted:



It's not screenshot Saturday or anything, but here's a somewhat hideous apartment for my school research project. Does anyone have a crash course on scene lighting? Quick and dirty is fine, but I'd like to make it a little prettier than this if I can find time. It's a VR diorama, if that changes the approach.

Read this

Onimwad
Mar 14, 2019

I Love Making Games!

Surprise T Rex posted:

Just chiming in to say this is rad as hell.

Any chance you can go into more detail on how you use the noise layers and how you build up the rules? (is it essentially just "if elevation between 0.1 and 0.3 and temperature between 0.6 and 1..." kind of stuff?

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.

Elentor
Dec 14, 2004

by Jeffrey of YOSPOS

Onimwad posted:

Here's some more screens of the terrain generator's output.

https://twitter.com/Grabbus_Game/status/1221470967022661632?s=20

Really happy with it. I wasn't sure how it would turn out. I just made a bunch of rules utilizing different layers and permutations of perlin noise representing temperature, elevation, etc.
After tweaking the rules over the course of a couple days, I'm surprised to have such a robust result. And the rotation effect gives it exactly the "old fake 3D" feel I crave.
But I still have ideas on how to expand it aesthetically and mechanically... for now I must move on to putting together save files and control configs. Yuck

Lookin sick. Sick as gently caress.

Peewi
Nov 8, 2012

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.

jizzy sillage
Aug 13, 2006


Thanks, I'll check it out.

al-azad
May 28, 2009



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.

jizzy sillage
Aug 13, 2006

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.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
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.

Corbeau
Sep 13, 2010

Jack of All Trades
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.

Thermal Anomaly
Jul 1, 2017

by Cyrano4747

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.

awesomeolion
Nov 5, 2007

"Hi, I'm awesomeolion."

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

ButtWolf
Dec 30, 2004

by Jeffrey of YOSPOS

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

Somfin
Oct 25, 2010

In my🦚 experience🛠️ the big things🌑 don't teach you anything🤷‍♀️.

Nap Ghost
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

Corbeau
Sep 13, 2010

Jack of All Trades

ButtWolf posted:

Discord Channel for 7DRL Team
Come on in, all goons welcome

Sure, why not, I'll poke my nose in.

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?

Somfin posted:

Hey all I accidentally created a black hole generator with my enemy movement code



*slurping noise*

Some of the Sheep
May 25, 2005
POSSIBLY IT WOULD BE SIMPLER IF I ASKED FOR A LIST OF THE HARMLESS CREATURES OF THE AFORESAID CONTINENT?

Somfin posted:

Hey all I accidentally created a black hole generator with my enemy movement code



A rather dark reimagining of lemmings imo.

Peewi
Nov 8, 2012

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.

Which tech/engine are you using?

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.

megane
Jun 20, 2008



Somfin posted:

Hey all I accidentally created a black hole generator with my enemy movement code



:drat:

The Chandrasekhar limit, illustrated with cute hedgehog things

Surprise T Rex
Apr 9, 2008

Dinosaur Gum

ButtWolf posted:

Discord Channel for 7DRL Team
Come on in, all goons welcome

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.

Tunicate
May 15, 2012

Somfin posted:

Hey all I accidentally created a black hole generator with my enemy movement code



https://www.youtube.com/watch?v=N0HoqjxfvJ4

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?

Onimwad posted:

Here's some more screens of the terrain generator's output.

https://twitter.com/Grabbus_Game/status/1221470967022661632?s=20

Really happy with it. I wasn't sure how it would turn out. I just made a bunch of rules utilizing different layers and permutations of perlin noise representing temperature, elevation, etc.
After tweaking the rules over the course of a couple days, I'm surprised to have such a robust result. And the rotation effect gives it exactly the "old fake 3D" feel I crave.
But I still have ideas on how to expand it aesthetically and mechanically... for now I must move on to putting together save files and control configs. Yuck

Wait, hang on.. this is Game Maker!

Onimwad
Mar 14, 2019

I Love Making Games!

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...

Bert of the Forest
Apr 27, 2013

Shucks folks, I'm speechless. Hawf Hawf Hawf!
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.

novamute
Jul 5, 2006

o o o

Bert of the Forest posted:

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.

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?

Onimwad
Mar 14, 2019

I Love Making Games!

Bert of the Forest posted:

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.

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.

Bert of the Forest
Apr 27, 2013

Shucks folks, I'm speechless. Hawf Hawf Hawf!

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.

Somfin
Oct 25, 2010

In my🦚 experience🛠️ the big things🌑 don't teach you anything🤷‍♀️.

Nap Ghost

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.

Your Computer
Oct 3, 2008




Grimey Drawer

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?

SubNat
Nov 27, 2008

Bert of the Forest posted:

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.

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.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
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

Attack on Princess
Dec 15, 2008

To yolo rolls! The cause and solution to all problems!

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.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

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.

https://youtu.be/rrIFFQScV4A

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.

baby puzzle
Jun 3, 2011

I'll Sequence your Storm.
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

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Bert of the Forest posted:

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.

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.
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.

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.

Attack on Princess
Dec 15, 2008

To yolo rolls! The cause and solution to all problems!

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.

https://youtu.be/rrIFFQScV4A

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?

FuzzySlippers
Feb 6, 2009

Bert of the Forest posted:

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.

Could you explain your sprite system more? It sounds pretty cool.

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TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
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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