^ two first of pages in a row.
can you attack from the tightrope?
hehe
No. Not in the current incarnation. I don't have any idea how that would work since the reference material for swordfighting on a tightrope is surprisingly scarce. It would involve a lot more than just fancy IK work, I can be sure.
The jump is pretty high so you can bound from one rope length to another. I'm sure I can come up with some other stuff to jump over that some insensitive architect placed precariously close to the tightrope, and I can re-skin the rope to spiderweb or other stuff too. But this isn't something I need to make highly compelling, I just thought it'd be fun to put together today.
Sounds like my approach to underwater. I tacked it on relatively quickly and it's not really an important part of the game overall -- I just wanted it to be in a couple of areas.
You doing water?
Debug.Log() every little thing you think could be causing it.
There's also Rubberducking, basically just sitting down and explaining your code line by line. You'd be amazed at how many problems you catch just by explaining it to someone.
Thanks guys! Later on last night I finally figured it out. The issue was none of the game objects were rendering in my scene and when I logged the loop that was doing the render calls, it was saying there weren't any to render. As it turned out, I fat-fingered my STL iterator name. Whoops! lol.It's tough to say without knowing more specifics about your problem. Is it likely to be a shader bug? There are other tool(s) for that.
If it's purely a render system bug, try to describe (at least to yourself) the bug as precisely as possible so you can pin down the location where it might be happening.
Does the bug happen every frame? If not, try to identify the bug case so you can set a breakpoint and examine data. If it is every frame, try something like adding a hotkey that dumps the framebuffer to BMPs / PNGs at various points along the render path. Then you can examine each step and see where something went wrong.
I put a couple of unheard tracks from the OST of my game to Youtube if that's anyone's thing.
https://www.youtube.com/watch?v=ud1XmOXQ-JA&index=1&list=PLrXjZ11Pl7WbO-F1qOvfTUpkjoKCjfy8m
https://www.youtube.com/watch?v=CHCybVe2p9I&index=2&list=PLrXjZ11Pl7WbO-F1qOvfTUpkjoKCjfy8m
I'll probably upload more in coming weeks.
Niceee! My friend did those
Just try not to absorb TOO much radiation in the process. I was hoping that of all people, maybe at least you would comment on my bytecode compiler and virtual machine. Sadly, everyone stayed far away so I've got to make my scripting even cooler to draw comments.Yo, happy new year gamedev gaffers!
New year, new project! Well, I've finally decided to work on a real CRT
project alongside programming my TV simulator. My goal is to control and drive
a real CRT (very tiny one, about 1-2") straight out of my TV simulator by
generating all the necessary signals in software (as much as possible).
I was hoping that of all people, maybe at least you would comment on my bytecode compiler and virtual machine. Sadly, everyone stayed far away so I've got to make my scripting even cooler to draw comments.
Ah sorry, Blizz, I really wanted to comment on your stuff but got sidetracked.Just try not to absorb TOO much radiation in the process. I was hoping that of all people, maybe at least you would comment on my bytecode compiler and virtual machine. Sadly, everyone stayed far away so I've got to make my scripting even cooler to draw comments.
Now on to the most exciting part of a new year -- updating all documentation and source code copyright dates to 2016!
Hey, I'm looking for general feedback on the latest playable version of Wildfire. Basically I just want to know if you find it fun.
Download link: (Windows, ~60MB)
https://www.dropbox.com/s/dg5m3hkbsyaj8jv/wildfire_alpha_decemberv2b.zip?dl=1
This is a stealth platformer where you can control the elements. It's inspired by immersive sims like Thief and Deus Ex.
This version has same screen, local co-op play. You just need a gamepad plugged in. If you want to turn off co-op, just press ESC and toggle it off in the Options menu.
Also, press F4 to toggle windowed/full screen.
I was mostly teasing, but thank you for the kind words! I do indeed plan to use the scripting system for my game. I could have tried pulling another third-party library in to support Python, or Lua, or whatever, but this way I got an education and have more control over the end product. AND I don't have to bother with reading and managing another license agreement.So question; where do you want to use your bytecode stuff? I mean, you've spent
some amount of time into it, so I guess there will be some usage of it for any
game related stuff of yours, no?
Finally got my new blog up and running: http://noonan.design/
Website is basically missing, just working on the format, etc. Feedback welcome.
It probably just needs some "Juice." Add some screen shake, particles, flashing lights...that will get peoples attention
ThanksBig GameBoy fan... LOVE the aesthetic of this!
On a small scope I also prefere homemade solutions over third-party. I thinkI was mostly teasing, but thank you for the kind words! I do indeed plan to use the scripting system for my game. I could have tried pulling another third-party library in to support Python, or Lua, or whatever, but this way I got an education and have more control over the end product. AND I don't have to bother with reading and managing another license agreement. ...
Sounds good. But scripting is only cool as long as the scrips don't become too... I wanted to have mod support as a significant component of my game, so I started thinking about it early in development rather than later. Having scripting language support seemed like a good way to do this while also potentially helping me with development (making changes without recompiling). ...
lol Can still be improved, I guess. xD
That's something I'm trying to manage. I feel like I'm learning why old version(s) of C (K&R or whatever) did certain things when I end up making limitations. Like, defining all local variables at the start of a function and/or extending their scope to the entire function? Way easier on the compiler than trying to juggle variables that go in and out of scope.Sounds good. But scripting is only cool as long as the scrips don't become too complex.
UPDATE:
Getting through the basics on Blender and I'm already finding things VASTLY superior to Maya in terms of stability and shortcut options. I'm seriously considering remodeling one character in Blender from scratch just for some of the options I'm finding for geometry control.
Seriously...switch to blender. Within the week I'll be accelerating my old workflow beyond what I could output with Maya easily.
Blasphemer!
I love Maya's shortcut options; every thing is 1 key+click away. Couple that with the modeling toolkit turned on and the workflow is incredible efficient.
Use whatever is comfortable for your work, but I gotta say Blender sure as hell does everything imaginable to make folks comfortable easily from basics to advanced options. Been using Maya for 5 years now and bought two different suites to keep up. In the end I'm happier without it.
Happy New Year fellow devs!
I added tightrope walking today. I'm not sure how much interesting or diverse gameplay I'll be able to get out of it, but fortunately there wasn't a whole lot of work involved so I don't think it'll amount to time wasted. I'm cheating a lot on the rope physics but IDGAF. It's visually interesting and that's enough.
https://fat.gfycat.com/WellgroomedHighButterfly.webm
It gets better with each iteration in areas, but they've never addressed the history issue sadly. The gif you have is something its always had. Its just been something that never really worked well in a crowded scene as it was easy to end up accessing the wrong loadout by mistake or to again click onto an object by mistake trying to mouse access the popup menu options. You can do that in Blender with short cuts as well.Definitely comes down to user preference. And I will admit that Maya's history can be a pain in the ass (especially when you accidentally delete all history when rigging a character). I started with Max, but hated the modifier stacks and editor panels, but loved the polygon tools. At the time I also messed with blender for a bit but never really got into it. This was a few years ago, so i am sure things have changed a lot. I only really started seriously doing 3D design about 8 months ago (when I met my development partner and decided to make a game), and since Autodesk "gives" their software away for free under the educational licenses, I decided to give Maya a shot (now own a commercial license). Maya 2015 and 16 are my only experiences and I will admit, menus in 15 were all over the place, but organization was drastically overhauled in 16 and it is significantly better.
And after getting used to Maya's hotkeys and shortcuts, I cannot imagine a better workflow (especially when using a pen tablet)
All the menus and almost every function is accessible with a combination of three keys + one mouse button (shift, cltr+shift, space bar and the right mouse)
EDIT: digging through the attribute editor is still a pain in the ass.
When you started posting stuff from this, I really didn't care. But each post the game looks better and better. It actually *looks* fun, now. I see it and think "I wanna play that."
Jobbs, you continue to impress as well.
Everyone here puts me to shame and I love it. 2016 will be great with you all.
You doing water?
Goddamn I love how this looks!!
thanks
got the cabinets set up properly, now
thanks
got the cabinets set up properly, now
Damn it, Matt. You planted this seed in my head and now I can't think about anything else. I'm animating her treading water right now, and I think I have a pretty good idea for how to make this swimming thing fun.
Essentially it's the same controls as running around on the ground, which I think is key to making it intuitive. Normally she'll tread water or swim at surface level, but you can hold the crouch key to submerge a few inches below. No fancy deep diving or anything, and not just regular walking with low gravity. I don't know if that makes sense. I'll have another gif tomorrow probably.
Rad, dude.
At the risk of planting more nagging ideas, why NOT have a submerged mode? Don't do "pump to swim" like Mario, but do "press the direction you want to go" sorta like the Frog Suit in Mario 3.
Treasure chests on lake beds, maybe underground cave networks that lead to air pockets and proper labyrinths... Deeper bodies get dark. There's a lot of potential for fear and wonder when it comes to exploring oceans and lakes.
I just don't enjoy those parts of games. Not in the new Rayman games, not in Crash Bandicoot 3, not Aquaria. I imagine plenty of people like that kind of game, but I personally don't.
Not everything about playing a game needs to be enjoyable.
Well, what do you know? apparently making custom clothes for Fuse is not that hard (even for a non artist like me). I made this Nomad Fleet t-shirt in Blender and its far from perfect but I think I got the general idea.
There's so much potential here, if I could provide myself of character art using Fuse and Blender (and Gimp/Bitmap2Material) I could save a lot of money (the cheapest offer I got for a single piece of clothing for Fuse was 400 USD).
I would be so happy if I could become self-sufficient... I'm still short in time though.
400 bucks for a single piece of clothing? For just the shirt mesh? Never used Fuse before (just realized its part of Adobe's CC, looks interesting and will have to check out) but are Fuse clothing objects just meshes that are simulated in app or are they skinned objects that go to a specific Fuse skeleton? Either way, that sounds crazy expensive.
Edit: Results look really good though
400 bucks for a single piece of clothing? For just the shirt mesh? Never used Fuse before (just realized its part of Adobe's CC, looks interesting and will have to check out) but are Fuse clothing objects just meshes that are simulated in app or are they skinned objects that go to a specific Fuse skeleton? Either way, that sounds crazy expensive.
Edit: Results look really good though
Happy New Year fellow devs!
Yo this looks really good. I'd play this for sure. Which might say something since I don't have much time to enjoy games like I used to so yeah. I'd make time for this. Really good stuff.Happy New Year fellow devs!
I added tightrope walking today. I'm not sure how much interesting or diverse gameplay I'll be able to get out of it, but fortunately there wasn't a whole lot of work involved so I don't think it'll amount to time wasted. I'm cheating a lot on the rope physics but IDGAF. It's visually interesting and that's enough.
https://fat.gfycat.com/WellgroomedHighButterfly.webm