Maybe you could combine this approach with also looking at which sides of each voxel are exposed (e.g. not touching another voxel)?
Recently, I couldn't fell to sleep and have started
reading an old paper from Heinrich Hertz about the equations describing
electromagnetic wave propagation away from a dipole antenna -- sort of an
approximation to Maxwell's equations. His equations and its solution give some
interesting decaying function for a wave radiating out from a dipole at a
given frequency over ideal ground.
To relief myself somewhat from daily work, I thought; hey, why not try to
mimic the wave propagation and decay properties and use it as the input to my
TV simulator, man?
I like. Had a similar idea where Gaffers/Mods fall from the sky commingHere's my 48-hour LD competition game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=12278
As usual, I did my normal mistake of thinking the game was doable because I could beat it, and then finding out that everyone thinks it's really hard. And I think THEIR games are hard.
But it drives me away from sleep even more. xD Technical stuff really keepsThis paragraph right here is what convinced me that I'm a hack of a programmer.
Here is the game that my team and I made this weekend. I hope you lime it!
The theme was a let down for us, but I think that our team has do the best to make a little full game to this LD. I’m sure that it will have some bugs, and some of the puzzle elements aren’t easy for the player (we lack of the time to add most of the visual feedback to help the player to solve them) I hope that you have some fun playing it.
Good work to all the developers and artists! Now it's time to play a lot of games (and I hope that a lot of the games are from Gaf members).
You can play it here (the visuals are better in the downloable version).
Here's my 48-hour LD competition game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=12278
As usual, I did my normal mistake of thinking the game was doable because I could beat it, and then finding out that everyone thinks it's really hard. And I think THEIR games are hard.
Thanks for playing! I was working down to the wire -- if I had more time I should have spent some on improving the wave design.Ha, this idea is super fun, just tried it a little, and seems hard lol
Will play a little bit more with it and review it.
EDIT. Played it a bunch, already reviewed it. Basically, its a nice little game but it could be super great fun if the starting levels were a little better paced to get a hang fully with the mechanics.
Thanks for playing! I was working down to the wire -- if I had more time I should have spent some on improving the wave design.
So I finally released Nomad Fleet on Steam.
I decided to make a postmortem with my "raw" experience, that is my technical mistakes, the game's problems, sales numbers, etc.
You can check the postmortem here: http://www.indiedb.com/games/nomad-fleet/news/from-early-access-to-full-release
Always good to read a post-mortem.
One thing I'll say is that you used the word "notorious" but that generally means "famous for something bad," which I don't think is what you meant I'd use "well-known" or "famous."
But I don't mean famous, I mean something that would make you stop and look: like a purple cow.
Seeing this TED talk, maybe a better word would be "remarkable": https://youtu.be/xBIVlM435Zg
Here's my 48-hour LD competition game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=12278
As usual, I did my normal mistake of thinking the game was doable because I could beat it, and then finding out that everyone thinks it's really hard. And I think THEIR games are hard.
So we couldnt sadly finish the game as a whole package, with a real match of 2vs2 and the menus working with it. Nearly everything is already finished. But not united in any way, so the only thing we could do is upload a mechanics build.
You can play and vote it here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91098
Super sad we couldnt finish it, but we will try to do a post compo and release new builds this week that we hope at the end are a whole package, and hopefully also add some kind of AI.
@Parham
I lately stumbled upon a color blindness shader, but I can't seem to find it again
Anyways a quick google turned up the usual stackoverlow results http://stackoverflow.com/questions/87146/rgb-filters-for-different-forms-of-color-blindness
And there are some useful links like Vischeck for example. Turns out Gimp has a color blindness mode built in as well by default
Can someone explain the math to me regarding circles? :lol I've been trying to make a unity camera rotate around a scene and while it looks alright at 1x speed, it's very clear at higher speeds that my technique is nowhere near a perfect circle. It's like it's changing the values for rotation in the wrong order or something.
I'm doing this using a unity animation
Yeah that might be a good idea, thanksI'd suggest doing it in code rather than in mecanim tbh; a bezier spline (im sure you can find code snippets for one) would probably give you exactly what you need and let you finesse the number of points and smoothness in code with a parameter rather than handcoding
I like the "Journey To Silius" vibe in your graphics. Is this a staight platform shooter?
Here's my 48-hour LD competition game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=12278
As usual, I did my normal mistake of thinking the game was doable because I could beat it, and then finding out that everyone thinks it's really hard. And I think THEIR games are hard.
The link to play your game isn't working , it's intentional?
Use codeCan someone explain the math to me regarding circles? :lol I've been trying to make a unity camera rotate around a scene and while it looks alright at 1x speed, it's very clear at higher speeds that my technique is nowhere near a perfect circle. It's like it's changing the values for rotation in the wrong order or something.
I'm doing this using a unity animation, with 8 key frames, 4 of which are the south, west, north and east positions, and 4 more inbetween those so it looks like an angled octagon. I assumed that unity would smooth it out to a circle that way and it does for the most part. Basically the 4 main positions look at the center at either 0, 90, 180 and 270 degrees with the other 4 at those values + 45. I have a final frame at 360 degrees too so frame 1 and the last are the same so there's no jump cut at the start and end.
I don't think I've entered any wrong values but some axis sometimes change out of sync with the others, like camera position moves first and then the viewing angle instead of at the same time, or something. It might be that my secondary points are misplaced but they're all using the same coordinates numbers and the problem mainly happens at 1 or 2 positions. Odd
public class movecamera : MonoBehaviour {
public GameObject target;//the target object
public Vector3 offsetTargetPosition = Vector3.up;
public float speed = 10.0f;//a speed modifier
public float distanceAway = 2;
public Vector3 cameraOffset = Vector3.forward;
void Start()
{
transform.position = target.transform.position + cameraOffset + (Vector3.forward * distanceAway);
transform.LookAt(target.transform.position + offsetTargetPosition);//makes the camera look to it
}
void Update()
{
transform.RotateAround(target.transform.position + offsetTargetPosition, Vector3.up, Time.deltaTime * speed);
}
}
Grats on the cert and date dudeGunWorld 2 is through cert, and we picked a release date today. Launching exclusively on Xbox One on May 13th.Yup, I'm not only the idiot that made a sequel to a game nobody liked, but I'm also launching it the same day as Doom.
So I'm going to be honest. I think my spriting is what is killing me when it comes to making a game. I wanted, and still do, make a Souls/Zelda inspiried game, but then I look at my sprites and realize they look terrible as soon as I try and draw them doing attack animations.
I made this which shows the "newest" to the "oldest" and I'm almost tempted to go back to the original since it feels like it's the only one that could have proper attack animations, but it's also very simple and not very appealing. The middle one almost looks like it might be the best, but I started with that originally, found I needed to make the arms longer and that's what created the "newest" one.
It's driving me crazy and I haven't made any progress in days because of it.
Something big and foreboding is consuming parts of the forest!
Kiefen has been working on the Solus cavern entrance, still WIP but the opening looks pretty rad already!
I LOL'd so hard. xD Nice!Birdies!
But I've been wondering if I should just jump into Unity. It just seems like I would have more freedom there and some things would be easier to code rather than make a massive collections of BP nodes to do something as easy as switching a camera inside a player controller.
Here's my 48-hour LD competition game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=12278
As usual, I did my normal mistake of thinking the game was doable because I could beat it, and then finding out that everyone thinks it's really hard. And I think THEIR games are hard.
TIGForums - Share Your Palettes (old thread so lots of broken links but some interesting stuff still there)Given my adventure in to retro graphics, I'm looking for some interesting color palettes.