Our office got broken into and around $1500 worth of stuff was stolen. Mostly Xbox consoles, headphones, and other stuff that was lying around.
PCs, TVs and drives still here thankfully.
Ugh. Sorry to hear that man
Our office got broken into and around $1500 worth of stuff was stolen. Mostly Xbox consoles, headphones, and other stuff that was lying around.
PCs, TVs and drives still here thankfully.
Hello, I am Sadsic, I make electronic music (http://sadsic.bandcamp.com/), and am interested in making music for video games; I just composed a bunch of music for a video game made by some GAFfers and really enjoyed it and wouldn't mind composing for other small projects like I'm seeing. Is anyone in need of audio here?
Our office got broken into and around $1500 worth of stuff was stolen. Mostly Xbox consoles, headphones, and other stuff that was lying around.
PCs, TVs and drives still here thankfully.
I thought there were quite a few entries for the FPS-specific game jam. I agree that sports games would be a more common choice for this. I don't actually HATE sports games, they're probably just the genre I have the least interest in.Very interesting game jam coming next month :
http://fuckthisjam.com/
So indie game gaf ... wich is the genre you hate most ?
anyone have any good resources for learning about textures?
I would like to know as well. I am trying my hand at 3D graphics for the first time and do not really understand the intricacies of texturing.
Amazing.
Hello, I am Sadsic, I make electronic music (http://sadsic.bandcamp.com/), and am interested in making music for video games; I just composed a bunch of music for a video game made by some GAFfers and really enjoyed it and wouldn't mind composing for other small projects like I'm seeing. Is anyone in need of audio here?
Sounds awesome!Very interesting game jam coming next month :
http://fuckthisjam.com/
So indie game gaf ... wich is the genre you hate most ?
Not so awesome. Sorry to hear that.Our office got broken into and around $1500 worth of stuff was stolen. Mostly Xbox consoles, headphones, and other stuff that was lying around.
PCs, TVs and drives still here thankfully.
Sounds awesome!
Not so awesome. Sorry to hear that.
Did you lose any progress or dev units?
This style is cool! If I may offer one opinion, it would be to slightly shade the left side of the columns. Since you appear to be going with hard-coded shadows, shadowing one side slightly should make the columns fit into the scene slightly better, I think.We finally decided on an art direction for buildings and ground textures for our RTS. Now we just have to tile everything together for level building.
Player ship (70s, 80s and 90s - final version)
Our office got broken into and around $1500 worth of stuff was stolen. Mostly Xbox consoles, headphones, and other stuff that was lying around.
PCs, TVs and drives still here thankfully.
// Get the Sprite's current pre-movement bounding box and rect
BoundingBox_t box = GetBoundingBox();
// Variables to hold our adjustments
GLuint adjustedX = 0, adjustedY = 0;
// Variables to use for tile intersections and corner checks
GLuint upY, downY, leftX, rightX;
// Only run if a movement is happening on either axis
if (moveX != 0 || moveY != 0)
{
box = GetBoundingBox();
// Make "what if?" adjustments
box.top += adjustedY;
box.bottom += adjustedY;
box.left += adjustedX;
box.right += adjustedX;
// Calculate which row and column each edge of the Sprite would be occuping
upY = (box.top / TILE_HEIGHT);
downY = (box.bottom / TILE_HEIGHT);
leftX = (box.left / TILE_WIDTH);
rightX = (box.right / TILE_WIDTH);
// Left and Right movement to follow...
if (mMoveLeft)
{
adjustedX -= moveX;
// Iterate through the rows the Sprite occupies
for (GLuint r = upY; r <= downY; r++)
{
// Check "topRight" and "bottomRight" solidity of neighboring Tiles
if (tilemaps[0]->GetTileAtIntersection(r, leftX)->IsSolid())
{
adjustedX = 0;
}
}
}
else if (mMoveRight)
{
adjustedX += moveX;
// Iterate through the rows the Sprite occupies
for (GLuint r = upY; r <= downY; r++)
{
// Check "topLeft" and "bottomLeft" solidity of neighboring Tiles
if (tilemaps[0]->GetTileAtIntersection(r, rightX)->IsSolid())
{
adjustedX = 0;
}
}
}
// Record the previous coordinates
mLastPositionX = mPositionX;
mLastPositionY = mPositionY;
// Apply the coordinate adjustments
mPositionX += adjustedX;
mPositionY += adjustedY;
Thanks for the compliments and the tip.This style is cool! If I may offer one opinion, it would be to slightly shade the left side of the columns. Since you appear to be going with hard-coded shadows, shadowing one side slightly should make the columns fit into the scene slightly better, I think.
Jeez man, I'm sorry. Any of it insured by chance?
80s up, 90s below
Dear Gaf,
I'm doing a complete redesign of Space Cralwer graphics. I've dismissed the 70s and the 80s look in favour of the 90s (PC Engine, Megadrive, Super Famicom). Please, let me know, your feedback is very much appreciated!
Player ship (70s, 80s and 90s - final version)
I have a couple of redesigned enemy ships to show if anyone is interested! ^__^
90s is much better.80s up, 90s below
80s up, 90s below
Dear Gaf,
I'm doing a complete redesign of Space Cralwer graphics. I've dismissed the 70s and the 80s look in favour of the 90s (PC Engine, Megadrive, Super Famicom). Please, let me know, your feedback is very much appreciated!
Player ship (70s, 80s and 90s - final version)
I have a couple of redesigned enemy ships to show if anyone is interested! ^__^
anyone have any good resources for learning about textures?
Support default/alternate graphical styles on buttons.
Support automatic text rendering on buttons so I can just provide a string when I create one, rather than having to manually edit the text for each button image.
Make GUI regions (my equivalent of popups or windows or frames) do a 2D offset before they start drawing their widgets, so that widget coordinates will/can be relative to the region, rather than absolute coordinates for the entire screen. This would allow me to move entire regions along with all their widgets by just changing the region position, instead of having to adjust the coordinates of the widgets as well.
- Use my newly created GUI widgets and event handling to create...a GUI editor that helps me streamline the process of creating the actual game GUI. GAMECEPTION.
- As part of that last item I would need to support a file format and I don't really want to use XML...but I'm putting off this step until when and if I actually get into the GUI editor. Scary.
It took maybe 2.5 weeks to implement things such as the above items, but at least I feel like I'm making a little progress.
Add support for rendering buttons in sections, meaning a single style image can be used to render buttons of various sizes with sharp borders instead of fixed size or blurry scaling.Add support for text labels, instead of requiring button images to have the text baked in. (fonts/sizes/color support would be nice here too, depending on how much trouble it is at the moment...as long as I make sure my design is feasible with adding that support in the future, I may leave it off for now)(note from 10/10/2012: custom font and color support has been added as well)Add support for default button styles, possibly with font/size/color info as well, so that I can create quick test buttons without having to set the information for each one. I think this would be more of a convenience/testing thing, since if/when I end up with a UI that has buttons of multiple styles, I will want to explicitly specify the style of each button anyway.
I put this in the background and listened to all of it, not bad!Hello, I am Sadsic, I make electronic music (http://sadsic.bandcamp.com/), and am interested in making music for video games; I just composed a bunch of music for a video game made by some GAFfers and really enjoyed it and wouldn't mind composing for other small projects like I'm seeing. Is anyone in need of audio here?
Oh, different colors! Can't effort it! xD The style will remain minimalistic,You could start a NeoGAF demoscene group...
Love the minimalist style. Reminded me of the level intros in Ranger X, seeing as he just posted here.
Progress is visisble, I can confirm this.... It took maybe 2.5 weeks to implement things such as the above items, but at least I feel like I'm making a little progress.
This thread is really great at inspiring you to actually make something
Last weekend my friend and I decided to make a game from start to finish, just for fun and to see if we could actually get something half decent together. The result is a game called Antibody where you must fight against a swath of evil microbes in a miniature arena.
The game is available for free at http://circleofjudgement.com/antibody/ and if you like it then please share it on and post up your high scores! Any feedback is also very much appreciated so let us know what you think about the game.
This thread is really great at inspiring you to actually make something
Last weekend my friend and I decided to make a game from start to finish, just for fun and to see if we could actually get something half decent together. The result is a game called Antibody where you must fight against a swath of evil microbes in a miniature arena.
The game is available for free at http://circleofjudgement.com/antibody/ and if you like it then please share it on and post up your high scores! Any feedback is also very much appreciated so let us know what you think about the game.
No kiddin'! I've been tooling around with my code for months and I'm still not even close to having something 100% stable that I'd try to build a full game with.a weekend?
fuck me
Today is one of the easiest times to get into the industry. Indie games make it possible for anyone to jump in, I love it.How do you get a job in the game industry? "Give yourself one," Valve tells us
I fucking love this company
A big ad campaign. Valve, Greenlight, Valve, Greenlight,.... ah c'mon.
We built it in unity, using Max, Photoshop, and Audacity for the assets, I think the music was made in Reason but I'm a terrible musician who is scared of that stuff so I'm not sure.
I was responsible for the design & audio (sfx) on the project.
Thanks! I definitely plan to bring it to iOS. I just started porting it yesterday and it doesn't look like it'll take me more than a month (gotta redesign all the menus).
I just put Arcadecraft on Greenlight. You can check it out here...
http://steamcommunity.com/sharedfiles/filedetails/?id=101948773
Thanks guys!
I just put Arcadecraft on Greenlight. You can check it out here...
http://steamcommunity.com/sharedfiles/filedetails/?id=101948773
Thanks guys!
Ranger X, whitehawk, SanaeAkatsuki and missile thanks for your opinions!
I'm pretty sure I'll go on with the 90s look, but there's a possibility to unlock at least another look ingame (but it's too early to know for sure), main problems are always free time and stamina - ie (even) today my main work took almost 12 hours in front of my PC, so I'll doubt I'll be productive this night. Eek.
PS: Warm Machine I'm very sorry about what happened to your stuff :/ I hope the karma will balance and your Orbitron: Revolution will be quickly greenlit
I just put Arcadecraft on Greenlight. You can check it out here...
http://steamcommunity.com/sharedfiles/filedetails/?id=101948773
Thanks guys!
Well the thing is, using Valve's platform can also make individual developers richer (just ask Feep and his famous Scrooge McDuck moneyvault) and have nice features for fans. So it's sort of a win all around. I think Valve has done things that are positive influences for the PC/Mac (Linux soon) platforms in general, and indie games in particular. Of course it also benefits Valve, but that doesn't mean there isn't benefit as a whole.A big ad campaign. Valve, Greenlight, Valve, Greenlight,.... ah c'mon.
To summarize. Make games, use Value's platform -> make Value richer.
Very impressive, especially considering you guys did it in a weekend. Did you two use any additional Unity 3D plugins to help speed up the dev process? Sign up for some game jams!
What about calculating the paths when the map is generated? Or, if you are finding paths dynamically, dropping nodes along the path, and storing the coordinates of the path nodes?Everything seems to work okay so far, but still tweaking the ai and pathfinding. Would love to cache known paths somehow, but can't seem to come up with a non-memory intensive method. For optimization right now I do a distance (squared) and raycast check to see if the target is in sight, and if so, just move towards that without doing any pathfinding.
More specifically what do you want to know? Everything? How to create and map them, UVs, technical stuff like filtering and mipping?
Good stuff, I didn't like generating levels before but level designing takes some good ass time and effort, I imagine with the implementations of today they shouldn't have to be below manual levels' standardTrying out some other ways to randomly generate levels. The first method was using a variation of cellular automata to create large caverns that I then connect. This method is using a maze generator/solver and some 4x4 or 6x6 rooms carved into the maze to create more variation. Also wanted to verify that the enemy ships could navigate the maze.
Everything seems to work okay so far, but still tweaking the ai and pathfinding. Would love to cache known paths somehow, but can't seem to come up with a non-memory intensive method. For optimization right now I do a distance (squared) and raycast check to see if the target is in sight, and if so, just move towards that without doing any pathfinding.