Color next
I've seen a youtube channel that does "Learn C# in one hour" and similar for other languages and I've watched most of them, they were great refreshers, and a good place to start if you want to learn the basics quickly. Unity probably has the best online source for engine references of all engines I've seen too.I built GunWorld 1 and 2 in Game Maker Studio, and i'm building Abacus in it as well. I love it, the coding language is easy to learn and the toolset helps you put things together really fast.
I want to move to Unity, but I'm terrified because the only coding language/experience I know is in GML. I don't use any of Game Maker's default variables or physics or drag-n-drop stuff, I do everything in GML. I have no idea how that will translate to Unity or having to learn a real language.
Thansk for the link! Yeah I´ll have to save gamestates to be able to rewind, I´ll think about how to do it when I reach that point as it´s nothing more than an "it would be cool to have this" type of idea now.I'm afriad I've long since lost most of the links I used, sorry! Gamasutra has a few articles on the subject though. Here's one of them that I remember reading.
For time rewinding its very likely that you'll have to record the game state, because you'll need random access which recorded input won't give you (unless you quickly replay the level from the start in order to get where you need to be, but that's a horrible idea ) . That said, it doesn't have to be all that costly. If you only need to record the last 10 seconds or so, using a state system is going to be (relatively) trivial, as you won't really have to store all that much data!
But yea, replay systems are a strange beast. There is no "one size fits all" solution. It's highly dependent on what you want your game to do.
Also, congrats to Neko and Rolento!
I see, it didn´t work like this back in the day. I haven´t investigated the way GM handles resources as I´m not having any problems right now, but this is very valuable information. Thanks!From my understanding loading resources externally is even worse because there's no texture batching, every different sprite you load becomes its own texture page, so to make it performant you would have to roll your own atlasing/organizing scripts.
And for what it's worth there are some options to control asset batching and loading from withing GameMaker for runtime assistance, but the IDE loads all of them regardless and doesn't have well-optimized caching. For example, it rebuilds all the texture atlases in a given batch even if all you do is change the origin coordinates on a single sprite.
I think YYG got bought by a different company last year, also they renewed the forum recently. I guess they´re taking their time or there has been a shift in priorities...I hope...GMS 2.0 was announced in 2014 I think, it's been years withou hearing anything from them. I believe they just gave up
Use Godot, best shit ever.
Wow, that´s horrible Are there any GM games on WiiU?We bothered to port GM to WiiU just to see that the game wouldn't run more than 10 fps. Regardless of what was on the screen. We tried to optimize it and nothing.
We just gonna port Godot to WiiU, PS4 and XONE.
Own question time, when animating in 2D how do you approach animating interacting with objects? Like, say, vaulting over debris or climbing a ladder? Do you keep the animation centered in one area or do you animate it with the entire movement?
Do you animate with the prop the character is interacting with? I'm using Unity, looking around I noticed there's stuff like root motion and the like, I've heard murmurs of using that stuff when dealing with these kinds of animations.
Wow, that´s horrible Are there any GM games on WiiU?
It looks like an anime
That looks amazing!It looks like an anime
The latter for me, mostly just because it's easier to animate and because parts of it are easier to program. You might have to add special cases to your camera following code though, unless it's tracking a bone other than the root.
Really just whatever works though. In the animation linked below, I have the player climbing from one grab point to another. The vanilla animation assumes a uniform distance between grab points (3 tiles), but the programming supports any distance between 2.5 and 5 tiles. For instance, the grab points on the left side are 4 tiles apart instead. I just lerp the root motion in the mean time programmatically.
https://zippy.gfycat.com/RareAliveGar.webm
Root motion replaces moving your character by code, using the root's movement to control walking, jumping, and more complex animations such as vaulting over stuff and whatever. However, the more granular control on a per-animation basis comes at the expense of animations being kind of baked in, so you'll have to tweak things around if you want variable vault heights, for example. From what I've seen, root motion makes the character more clunky to control, since subtle rotations and short walks have to be implemented on the animation side, resulting in an even larger and harder to control animator state machine tree.
And while we're at it, I'll take the oportunity to call that dang animator editor out for no having a zoom feature, since all but the simplest animators require endless scrolling to see what the hell's going on due to the fixed zoom and overly large (and also unscaleable) state boxes.
Jobbs had a reward tier that included beta access to his game Ghost Song.So I'm thinking of going the "Demo" route for our Kickstarter in ~ a month. I've gotten bitten by releasing a demo before, since obviously it's a work in progress no matter how much you try to polish a vertical slice of the game.
So there are a couple routes I could take and I wanted to get some thoughts:
1. Release the demo free to anyone who visits the kickstarter page and downloads it
2. Release the demo for any reward teir (even $1)
3. Release the demo with the normal game reward teir
Do any of you have any good or bad experiences with making an early version of your game public?
It´s been a while since I posted any updates about Kitsune World, so here is a GIF showing the last stretch of the hidden path. I´ve named it "there is no escape!":
Hope you guys like it!
woahhhhhhhIt looks like an anime
Any specific reasons?I don't see doing a KS ever again because something about it has always been a little uncomfortable to me, but if I did do it again there'd be far less stretch goaly reward tiery type stuff and it'd be relatively straightforward (even if that means it wouldn't raise as much). I don't think game design should be chopped up and turned into a game show.
I'd definitely do a demo but I'd offer it to all backers
Any specific reasons?
It´s been a while since I posted any updates about Kitsune World, so here is a GIF showing the last stretch of the hidden path. I´ve named it "there is no escape!":
Hope you guys like it!
Working on saving games...finally. The thing is, I'm trying to find the best way to do it. I was thinking about serializing the data and then saving the output to a file instead of using player prefs (using Unity). How anyone have any tips for saving large amounts of data?
Yup, same username, used to be an admin there when I was more active with GM. You?Are you from comunidadgm.org?
Thanks!Uh-oh, looking good out here.
Did you check this video? http://unity3d.com/es/learn/tutorials/topics/scripting/persistence-saving-and-loading-data
How big are we talking? because what I do is simply to create a class that represents a game session with properties for specific things (player resources, energy, location) and lists for things that can increase in number (inventory, story events). Frankly is hard to imagine that a game requires something too big unless you are basically keeping the state of your entire game world.
It´s been a while since I posted any updates about Kitsune World, so here is a GIF showing the last stretch of the hidden path. I´ve named it "there is no escape!":
Hope you guys like it!
Yup, same username, used to be an admin there when I was more active with GM. You?
.
It´s been a while since I posted any updates about Kitsune World, so here is a GIF showing the last stretch of the hidden path. I´ve named it "there is no escape!":
Hope you guys like it!
So he/she/it gets screwed up in the end?It´s been a while since I posted any updates about Kitsune World, so here is a GIF showing the last stretch of the hidden path. I´ve named it "there is no escape!":
Hope you guys like it!
In OpenGL, is it possible to actually achieve the above imagery with only vertex colours and a shader if using shared vertices? I want to say you can't without some additional magic. I'm not 100% sure of the drawbacks of 'unsmooth' meshes, maybe some AA or other post effects messing up? I've also heard that some engines (Unity) will automatically merge matching vertices anyways, not sure if it would do that with different vertex colours but its a potential risk.
The drawback with unshared vertices he's talking about in the link are do to with mesh processing. Like having a list of vertices and triangles and automatically calculating smooth normals from it will not work properly if your vertices are not shared.
If your final result mesh being sent for rendering has unshared vertices it's not a big deal. Exporters have split vertices along hard edges, texture seams and such forever.
As far as achieving the imagery with only vertex colours and shared vertices in OpenGL, depending on version you can set things up to use only the colour from the first vertex for a flat un-interpolated vertex colour. In a shader this is done using the flat interpolation qualifier.
Programmed some more volume lights to test the mixing of scattered light
through the participating medium. Well, am satisfied for the moment after
having put some massive amount of work into it, but it's not finished yet. As
said earlier, all the lighting you see above the plane is due to scattering of
the participating medium. Without the medium the image would be black for the
most part unless I would draw a little something for the position of the light
sources.
Anyhow, there is no 2d post-processing going on here, the attenuation etc.
happens due to the medium in 3d space. But there are some good 2d fakes doing
these things as well but they never can reproduce these nice and soft specular
volume lobes you see in the video above. An interesting aspect of such a, well,
simulation is that one could record a set of spot profiles produced around the
lights, i.e. the point spread function (PSF) (saying how the medium filters an
impulse) and later use it to convolve with some 2d images producing some fast
glow. The advantage would be to have different glows for different properties
of the medium. But that's not my intention.
I programmed it in such a way that the medium can be of variable density, but
for the moment the density is just a constant, i.e. the medium can be
considered a constant fog lit by three lights.
However, the real advantage of volume lights only shows up when having some
geometry submerged into the medium and lit by some light sources, because an
object's color will get tinted by the color of the light which scatters
between the object and the position of the viewer. So I need to start
rasterizing some more geometry to actually bring the lights to life, which is
what I'm going to do next. However, the real deal of volume lights is when
objects do block these lights forming shadow volumes. That's something I'm
going to tackle right after. Shadow volumes are pretty expensive to compute,
so I think I need some good optimization. So far everything is done in
software, no hardware acceleration yet, to experiment with some of the ideas
I have in mind.
I don't see doing a KS ever again because something about it has always been a little uncomfortable to me, but if I did do it again there'd be far less stretch goaly reward tiery type stuff and it'd be relatively straightforward (even if that means it wouldn't raise as much). I don't think game design should be chopped up and turned into a game show.
I'd definitely do a demo but I'd offer it to all backers
Working to improve my sprites. As I mentioned in an earlier post I went to remove the fur cloak on my character.
However I did slightly more than that. Also once I moved back onto the running animation, I held off cause I think I want to get some opinions first on the body (which as you can see in the picture, has no legs or arms.) Since changing the design from from front view to side view means you can change some details...
I may add the cloak back eventually, but for now... It will be off so I can clearly see the arms.
Working to improve my sprites. As I mentioned in an earlier post I went to remove the fur cloak on my character.
However I did slightly more than that. Also once I moved back onto the running animation, I held off cause I think I want to get some opinions first on the body (which as you can see in the picture, has no legs or arms.) Since changing the design from from front view to side view means you can change some details...
I may add the cloak back eventually, but for now... It will be off so I can clearly see the arms.
You're visioning a Stick Figure with Muscle, thats wrong.
Here's how I think it should be done:
Take a good look at the shoulders and torso.
You need to fix the torso, becasue later you will be making animations for walking, attack, etc. E.x:
Thanks! Hehe, you know I´ve been playing it recently But it isn´t as hard as Meat Boy, I hope, difficulty is really hard to get right.Smells like Meat Boy up in here :-D Looking very good!
Also, great series of articles below, thanks for the link!
Sent you a PMMy name was Dmonk (not populat at all), but my friend that works with me, was kinda popular. He sued to won every example of the month when he was active haha. (Mamnarock)
Kinda, more like a bunch of clouds Wind Waker-style.Do you explode in pastel gore if you hit the saws?
You´ll have to play the game to find out!So he/she/it gets screwed up in the end?