Woah! That looks amazing! I might have to get that. I think it might benefit my fire spells and the such.
Never heard of it before, looking it up this seems like a rad game. I imagine the similarities end at looking at units run around though.
Thought I would give this a go and offer some feedback. Visually I think it looks good; the character feels physical, touching walls and deliberate way she can drop off a ledge turn around an grab a cube.
Sadly I didn't get to see any of the cooler looking environments you posted. I was completely stumped.
Got as far as this room, so probably the first real puzzle. It looks like you need to get the first cube through the first gate to unlock the door but I honestly couldn't work out how.
My greatest frustration came from the turrets, since there's not visual indicator for their hearing range, or perhaps more correctly no indication of how much noise you're making, I found myself repeatedly thinking I was safe only for them to laser me to death.
Let me know how to get past this room and I'll give it another go!
Performance? About a minute or something, yet isn't optimized the slightest.... I rarely understand what you post, I mean that in the best way possible, but I can certainly appreciate the work. Always excited to see lighting in action, I'm particularly interested in the performance. ...
Keep them coming!... I've been working on a game, An Aztec Tale, and I've got to say it's starting to wear me down. Hard to go at something for so long and feel like we're not making much headway. I'm sure you can relate! I always tell myself I would post here more often and never do, this time I'm forcing myself to! Sharing is caring after all and it'll probably help with my feelings towards the project. ...
Cool idea.Screenshot Saturday again folks. Just a small update showing a new accessory I created that will help guide you through the dungeons. The crystals can light up in the direction where something is, just like a compass.
Braid reference
How I feel right now: waiting for the flag (final bit of music) so I can release, and be done with this darn thing. It seems like there's this small window just before release where one's love of a project plummets, because you want it to be over.
Braid reference
I'm not sure I follow. (I did play and finish Braid, but I'm not sure what specifically you're referring to.)
That looks great, I haven't tried GameMaker but I want to see what that environment is like once I'm done with my current game. I want to put some time aside and play with the new Construct 3 too.
Blindingly obvious! I feel stupid for not working that out myself. Managed to make it to the room with the teleporters, specifically the part where you have two sets of teleporters in front of the door. Stumped again! I might just be stupid but again I feel like my greatest frustration is not knowing what ranges turrets will react to sound and what not. For example destroying a cube will alert turrets in a far larger area than the girl running.1. Get cube 1
2. Place it to open gate 1
3. Get cube 2
4. Replace cube 1 with cube 2
5. Open gate 2 with cube 1
6. Regenerate cube 2
7. Open the exit with cube 2
The key method to this puzzle is that you can always regenerate the same cube. We noticed that the guide in game may be not very clear. We'll put that top of our improvement list. Thanks.
Looks great! I'm a fan of the flat shaded models that seems to be vogue right now.A small update on my end, starting work on the next dungeon track, getting work on the first area. Having a little bit of a modeler's block, but it's been working out pretty well.
Pain or No Pain? Implementing menus is a recurring nightmare that I have.
A lot of fine detail! Had a brief look and I can't find what you're working on, got work somewhere?
Pain or No Pain? Implementing menus is a recurring nightmare that I have.
At least for Game Maker it was not hard. Maybe a bit tedious but I managed to get the options menu and resolution options working in half a day.
Also my new (first iteration) walking animation for my new sprites! After deliberating it last night I decided to completely overhaul my sprites in my game.
You can see what they looked like originally here.
Jesus I can't help but envy you for knowing what you're doing both in programming and in pixel art. I eventually went "Fuck it" and just hired an artist I knew from my Doom modding days to make art assets while I just focused on doing the things I know how to do. Hopefully I'll be able to show his work in my next video. Though I'm a bit stumped on my priorities right now in between either improving my AI or adding to the player's ability set at the moment.
I'm with you, I can't just box out things out and move from there. I get most of my motivation from making something cool-looking and bringing it to life, and the art and programming steer each other.
If this grayish transparent thing is supposed to be some glass, you may add......
If this grayish transparent thing is supposed to be some glass, you may add
some small reflection on top of it. This will make it a hell of a lot more
pleasing to watch.
Edit: Or is it a shadow?
Ah, ok. Then what about darkening the background a bit like in ambientIt's a shadow. You can't see it in the gif but there is a roof over head.
Ah, ok. Then what about darkening the background a bit like in ambient
occlusion? Would produce a lil more depth to it, I would say.
Yeah, sort of a gradient or one or two layer at least.Like make it darker as it goes up?
if (!grounded)
{
animator.SetBool("Stand Idle", false);
animator.SetBool("Stand Walk", false);
if (jumping)
{
animator.SetBool("Jump Ascend", true);
animator.SetBool("Jump Fall", false);
}
else
{
animator.SetBool("Jump Fall", true);
animator.SetBool("Jump Ascend", false);
}
if (movement.x > float.Epsilon)
{
spriteRenderer.flipX = false;
}
else if (movement.x < -float.Epsilon)
{
spriteRenderer.flipX = true;
}
}
else
{
animator.SetBool("Jump Fall", false);
if (movement == Vector2.zero)
{
animator.SetBool("Stand Idle", true);
animator.SetBool("Stand Walk", false);
}
else
{
animator.SetBool("Stand Walk", true);
animator.SetBool("Stand Idle", false);
if (movement.x > float.Epsilon)
{
spriteRenderer.flipX = false;
}
else if (movement.x < -float.Epsilon)
{
spriteRenderer.flipX = true;
}
}
}
if (!grounded)
{
if (jumping)
{
animator.SetTrigger("Jump Ascend");
}
else if (fall)
{
animator.SetTrigger("Jump Fall");
}
if (movement.x > float.Epsilon)
{
spriteRenderer.flipX = false;
}
else if (movement.x < -float.Epsilon)
{
spriteRenderer.flipX = true;
}
}
else
{
if (movement == Vector2.zero)
{
animator.SetTrigger("Stand Idle");
}
else
{
animator.SetTrigger("Stand Walk");
if (movement.x > float.Epsilon)
{
spriteRenderer.flipX = false;
}
else if (movement.x < -float.Epsilon)
{
spriteRenderer.flipX = true;
}
}
}
Yeah, sort of a gradient or one or two layer at least.
Well it can be a bit hard though! Since I can't just do the programming, I also must do the pixel art and for the life of me I can't use place holder stuff. That isn't to say my animations and everything are final, but I need to draw something to how I will want it to look before I can begin the programming process. So that can slow things down a lot.
I'm with you, I can't just box things out and move from there. I get most of my motivation from making something cool-looking and bringing it to life, and the art and programming steer each other.
How dare thou'st insult my faithful companion DebugCube! He'll let you know that he graduated top of his class in the Navy Seals and has been involved in numerous secret raids on ISIS with over 300 confirmed kills. He's trained in Gorilla Warfare and is...
I feel like this comic sums things up perfectly, you're the equivalent of the legendary writer/artist.Well it can be a bit hard though! Since I can't just do the programming, I also must do the pixel art and for the life of me I can't use place holder stuff. That isn't to say my animations and everything are final, but I need to draw something to how I will want it to look before I can begin the programming process. So that can slow things down a lot.
As a person with a deep fear of all things spider let me give you a fearful thumbs up, I know a game has done spiders well when they creep me out. Though a lot of the fear comes from how they move, got to get that right to really make me poop myself.
Always cool to see. What made you decide to start doing this yourself? Instead of going with an established engine or something; more enjoyable for you or perhaps using it as an opportunity to learn?
Some more pixelized GI for the sake of it.
That's great stuff. I know the feeling, getting some music and feeling the hype! I'm musically illiterate and I've been lucky enough to have an amazing composer come on board. Hearing the music in game for the first time was one of those 'I'm making a real game' moments. Some of the older concept tracks can be heard here!The music for the Airship finally came in (there is a sample of it here) and it ended up being so hype, I went and expanded the Airship by a third, adding in a few tricker (but entirely optional) sections for those who enjoy such things.
I feel like this comic sums things up perfectly, you're the equivalent of the legendary writer/artist.
Starting my software renderer
Some more pixelized GI for the sake of it. (Don't mind the shuttering.
There are a couple sync issues here and there due to some performance
enhancements I did).
Thx! Hmm .. good question.... Always cool to see. What made you decide to start doing this yourself? Instead of going with an established engine or something; more enjoyable for you or perhaps using it as an opportunity to learn? ...
That's you in the picture? Yeah, nice! Software renderer is the futureStarting my software renderer
Some more pixelized GI for the sake of it. (Don't mind the shuttering.
There are a couple sync issues here and there due to some performance
enhancements I did).
The music for the Airship finally came in (there is a sample of it here) and it ended up being so hype, I went and expanded the Airship by a third, adding in a few tricker (but entirely optional) sections for those who enjoy such things.
The area is still a work in progress, so I might dial some of it back a bit unless I can do them myself 100% of the time with no issue. Balance in a game like this is tricky, since not everyone has the same "feel" for platformers, but in the end you gotta make the kind of game you wanna play.
As a person with a deep fear of all things spider let me give you a fearful thumbs up, I know a game has done spiders well when they creep me out. Though a lot of the fear comes from how they move, got to get that right to really make me poop myself.
I think I'm good for some more down the line. Will at least try motion blur.yes, YES, YESSSS. Need more pixelized gifs in my life ...
Yeah, his game looks and somehow feels quite good. Given the low resolution... So many moving things in there its crazy and I like it ...
Welp, time to test this baby out in the wild. If anyone would like to try Rex: Another Island and provide me with some feedback (even if it's just "this isn't bad" or "don't quit your dayjob"), I'd appreciate it. Hit me up with a PM if you're interested in platformers.
If you're using GameMaker and haven't checked out out the new Fluid Dynamics asset yet, get on it!
EDIT: Better layering:
oh my god...what a time to be alive
How versatile are the effect visuals? Is it limited to solid colors or is there any way you can customize it?
( Your game was quite fun BTW )
10x10 m isn't that big in comparison to 1x1 km. If you've removed light bounces from the baking process you're getting almost no benefit from using baked lighting. Don't use baked lighting.Ugh, I started trying my hand at Unreal for real, heh, today for the first time. I'm already beginning to regret making an "open world" tank battle game as my first project :lol But what can you do, that's what Ben Tristem over at Udemy recommended.
My pc isn't all that great, my graphics card stopped getting drivers in 2013 and Unreal is warning about this twice per editor start haha. My light build times are atrocious but maybe that's because of the 1x1 kilometer level? My importancevolume is just 10x10 meters though (and swarm is in standalone mode and I've removed GI bounces). Any other tips plz?
Thanks! I've only experimented with the pixel art fire at the moment, but as you can see on the asset store page you've got options for smoother gradient blends and the like. It's quite customisable.
https://marketplace.yoyogames.com/assets/5232/fluid-dynamics
Public domain model from a tutorial. I'm looking at these two:That's you in the picture? Yeah, nice! Software renderer is the future
(running on graphics hardware). So you have rastered the lines yourself using
Bresenham with some added Wu anti-aliasing?
Yeah the idea was to concentrate the baking onto a much smaller area to speed up the process (according to my tutorial). Is it enough to make the sun movable to make it dynamic?10x10 m isn't that big in comparison to 1x1 km. If you've removed light bounces from the baking process you're getting almost no benefit from using baked lighting. Don't use baked lighting.
......
......
It's not really that slow. Sure, will be somewhat slower, but having ultraPublic domain model from a tutorial. I'm looking at these two:
https://github.com/ssloy/tinyrenderer/wiki
http://machinethink.net/blog/3d-rendering-without-shaders/
The final goal is just a realtime wireframe renderer but I dunno what I'm going to do yet. Unsolved problems:
projection * perspective * model matrices
I know how to do this but it's going to be really expensive without shaders. I only have a few hundred points so hopefully it's not too bad.
Here comes a special advice from me (for free):...
Draw order
I have different colored lines, so I need a Z buffer for the right shapes to appear in front. I can get the Z values of points A and B, but I don't think I can get them for each step in between using Bresenham's line algorithm. Probably have to pick an increment based on the resolution and angle, find each point in the interval, then round to nearest pixel. ...
Nope. What I mean is that with the added flexibility of the hardware you can... Later, I'll probably have the software rendered buffer applied to a quad in a hardware renderered scene if that's what you meant by software rendering on graphics hardware.