Bleeding enemies.... I'm concentrating on enemies and gameplay right now!!
Q: Is there a systray util (Win7) for switching color modes quickly? I need
to switch between 256 colors and 32bit truecolor mode. Anyone?
Bleeding enemies.... I'm concentrating on enemies and gameplay right now!!
Bleeding enemies.
Q: Is there a systray util (Win7) for switching color modes quickly? I need
to switch between 256 colors and 32bit truecolor mode. Anyone?
^ Ohh, awesome. Works great. Thx! :+
No, I mean pathfinding for AI agents. I ask because I had the idea of making a Descent-like game too but I wasn't sure how to implement path-finding for the enemies because the navmesh of Unity couldn't be used for a full 3D environment (with enemies that can chase you across upwards corridors or downwards).
Or do you just have a system for obstacle avoidance for the enemies?
No, I mean pathfinding for AI agents. I ask because I had the idea of making a Descent-like game too but I wasn't sure how to implement path-finding for the enemies because the navmesh of Unity couldn't be used for a full 3D environment (with enemies that can chase you across upwards corridors or downwards).
Or do you just have a system for obstacle avoidance for the enemies?
Yep, it doesn't have that "vast empty space" impression the human mind so abhors anymoreI added the suggested vegetation (and some buildings), as well as a wrapping particle snow effect. Looks a bit more fleshed out now, I think.
If you haven't posted it to the corresponding subforum in the Nintendo indie dev site, do that, since someone using the same tools might have had similar experiences, and no one will be able to answer here without breaking NDA by talking about the tools.Hey Wiiu-DevGAF,
Anyone else having problems with the dimensions of the GUILayer (i think that would best describe it) being sent to the Gamepad being significantly smaller than the actual resolution of the gamepad itself?
It's driving me goddamn insane.
Other news I finally figured out the implementation of rhythm gameplay in the game.
EXCITE GET
If you haven't posted it to the corresponding subforum in the Nintendo indie dev site, do that, since someone using the same tools might have had similar experiences, and no one will be able to answer here without breaking NDA by talking about the tools.
Yeah, Barry's music is awesome.The music sounds like a nice mashup of Castlevania and Cheetahmen 2!
Since players compete for high scores, I think it would benefit from higher acceleration growth.
always on options menu
I added the suggested vegetation (and some buildings), as well as a wrapping particle snow effect. Looks a bit more fleshed out now, I think.
This is looking really great. Nice colors!
hehe, thanks razu! I appreciate the added detail. It clarifies what's going on a little bit more. In the previous iteration of my engine, I was letting it run as fast as it possibly could for everything -- updates, render, etc. -- and was passing in a delta time calculation into 'em. While things like movement and animation seemed to behave as I expected, collision detection was spotty as hell. It made troubleshooting the issues a nightmare. I'd wager a guess that it wasn't possible to "fix" the problems without having some sort of fixed time-step managing things. It didn't stop me from trying (and failing miserably) though.Here's my take:
The ideal framework is to update state once per frame, render, wait for v-sync, repeat. Which is awesome when you know the power of the machine you're running on, and that you *know* your render will never take too long, (resulting in dropped frames). Problem is, that's not usually very realistic.
Taking the time difference between this and the previous frame plays havoc with physics and the feel of your game. Whether the game runs slowly or quickly. Weirdness lies this way.
The best framework I've seen is keyframed state update with interpolation for render. This lets you decouple the frequency of state update from render frequency.
The update of things like position of enemies or anything that changes over time, the state update, is separated from the render update. The state update can run zero, once, or many times per frame. Interpolation and Render is done once.
First decide how many frames per second your state update will run at, from this you calculate your fixed timestep. Lower the timestep, the better collisions you'll get as things can't travel so far per update. You can pick anything, but 60Hz is common. Depends on the game.
At the start of each game loop you figure out how many state updates should have been generated since the start of the game, starting at 2, (explained below). NOTE Real time is not used to update the internal state, just to work out how many state updates should have been generated at this point in real time.
You then step the state update until you are at that number. Each step generates a new frame of state for the game, and stores the previous frame's state. Let's call the previous frame State Frame 0 and the new frame State Frame 1. So, every time you step, you copy State Frame 1 to State Frame 0, and generate a new State Frame 1.
State Frame 1 is always at or up to one time step ahead of real time. You need this because once you've generated past the current time you can interpolate the state for the actual real time. You figure out how far you are between the last two frames, generate a number between 0.0 and 1.0, and use that number to lerp all the state from state frame 0 to state frame 1. You then render things at their interpolated positions. Simple!
Your physics is always updated with a fixed timestep, meaning your controls feel the same. Your display can run vsynced, non-vsynced, slow, fast, whatever. You still play the exact same internal game. It'll feel great at 500fps, and the physics won't do anything weird! Same if it's displaying slowly, 20fps won't mean 1/20th second update for the physics, which may let fast moving objects start to pass through walls, and other such crap. It's still look like shit, because 20fps is.. shit!
One thing I have noticed with this is that you feel like you have more control at higher frame rates, even though you don't. Weird effect, but we tested it years ago at work. The game could update its state at 20Hz and feel fine as long as the display ran at 60Hz. We picked 60Hz state frequency for physics issues though.
NOTE This doesn't require threading. You can do this all on one thread. Start frame, run state updates as required, interpolate, render, optionally wait for v-sync.
MASSIVE NOTE Settle on a state timestep before fine tuning any physics handling/controls. Your magic numbers will only feel right for one time step. Doubling the timestep and halving your settings WILL NOT WORK. It'll be subtley off, and feel wrong.
A few of the games I've worked on, (Colin McRae Rally, SEGA Rally), worked like this, and Unity does too:
Code:... the execution order for any given script: All Awake calls All Start Calls while (stepping towards variable delta time) [INDENT]All FixedUpdate functions Physics simulation OnEnter/Exit/Stay trigger functions OnEnter/Exit/Stay collision functions[/INDENT] Rigidbody interpolation applies transform.position and rotation OnMouseDown/OnMouseUp etc. events All Update functions Animations are advanced, blended and applied to transform All LateUpdate functions Rendering
https://docs.unity3d.com/Documentation/Manual/ExecutionOrder.html
So yeah, what Mental Atrophy said, but with more words
Hope that helps someone!
I added the suggested vegetation (and some buildings), as well as a wrapping particle snow effect. Looks a bit more fleshed out now, I think.
No, I mean pathfinding for AI agents. I ask because I had the idea of making a Descent-like game too but I wasn't sure how to implement path-finding for the enemies because the navmesh of Unity couldn't be used for a full 3D environment (with enemies that can chase you across upwards corridors or downwards).
Or do you just have a system for obstacle avoidance for the enemies?
You're one fo the Olympia Rising devs, right? That game looks beautiful!
hehe, thanks razu! I appreciate the added detail. It clarifies what's going on a little bit more. In the previous iteration of my engine, I was letting it run as fast as it possibly could for everything -- updates, render, etc. -- and was passing in a delta time calculation into 'em. While things like movement and animation seemed to behave as I expected, collision detection was spotty as hell. It made troubleshooting the issues a nightmare. I'd wager a guess that it wasn't possible to "fix" the problems without having some sort of fixed time-step managing things. It didn't stop me from trying (and failing miserably) though.
I've incorporated something similar to what Mental Atrophy said into my main game loop. Hopefully this will help me keep things working reliably and logically this time around.
Found it difficult to apply the style that I'm going for to an area that is so shallow, but I think it ended up alright. The rocks pop out quite far so it should provide at least some depth.
I feel like the mountains shouldn't move as much as they do, but I still love this scene and the layers of clouds provide such a great illusion of depth; good use of violets in pixel art does something for me that I can't even explain.
I added the suggested vegetation (and some buildings), as well as a wrapping particle snow effect. Looks a bit more fleshed out now, I think.
I use Trello and Trac.What do you use for project management, tickets?
Way back someone posted a screenshot of the tool they're using, but I forgot the name.
What do you use for project management, tickets?
Way back someone posted a screenshot of the tool they're using, but I forgot the name.
Thank you very much . We're aiming for Oculus support for it as well, so hoepfully we'll get a little demo or trailer for that done soon too.
Congratulations on the positive RPS buzz.
I hate how I'm still using a bazillion placeholders for my game
Ah, thank you very much .
How is your prototype coming along?
I hate how I'm still using a bazillion placeholders for my game
Currently working on my pathfinding implementation.
Pondering if I should precompute edge centers and use those for navmesh movement, or just follow triangle vertices and "collapse" skippable ones on the fly... or a combination of both.
(a.k.a. the boring scutwork
I finally finished a game I've been working on (off and on) since last April.
Umbragram
It's a puzzle game about perception. It plays similarly, in certain ways, to Picross. You have the two shapes on the left and right, and you have to build the isometric structure that casts those shadows. It's pretty short, just 12 puzzles. I estimate it'd take maybe a half hour to get through. Give it a try and let me know what you think.
http://games.evilrobotstuff.com/umbragram/
I'm an audio guy by trade, so most coding stuff I have a basic understanding of ha ha. But yeah, I remember some of the programmers taking some time getting it right on our side.
Hope it doesn't take too long for you!
It's easier to compete for high scores if the average game length is short. One reason why Flappy Bird (and other endless runners) is successful is you die quickly, so going for "just one more run" is low cost to the player's time. I didn't die for a few minutes on my first go with your game, even though I was still learning the controls. Experienced players will be playing for much longer than that to compete for a high score. I think you could decrease the average playtime by increasing the acceleration of the screen, so it starts getting faster a lot quicker.Yeah, Barry's music is awesome.
I don't mean to sound stupid, but could you explain this a little?
I ask because I'm struggling with how to best approach it in my own engine. Right now, the first sprite added to the collection is *it* and is affected by keyboard/button input. I've thought about adding a controllable flag to my sprite object too. Is it just a case of tomato-tomatoe?
So I know that with game programming, there's always a hundred ways to do something. What I'm curious about is the general consensus on approaches to giving the player control over a specific entity in the game. It seems like in a lot of the pre-fab engines out there, the player's avatar/sprite is one of many in a big bucket. What do you consider the best way to designate which is controllable and why?
I ask because I'm struggling with how to best approach it in my own engine. Right now, the first sprite added to the collection is *it* and is affected by keyboard/button input. I've thought about adding a controllable flag to my sprite object too. Is it just a case of tomato-tomatoe?
Ah, I understand. The difficulty previously was more towards the Flappy Bird end of the scale, but people were finding the jump to whip mechanic too difficult if they had to master that and concentrate on the speed (react to jumps in tight windows). I saw this based on the average play time/scores/player drop off. When I lowered the difficulty I saw an overall increase in players and a good curve to their scores.It's easier to compete for high scores if the average game length is short. One reason why Flappy Bird (and other endless runners) is successful is you die quickly, so going for "just one more run" is low cost to the player's time. I didn't die for a few minutes on my first go with your game, even though I was still learning the controls. Experienced players will be playing for much longer than that to compete for a high score. I think you could decrease the average playtime by increasing the acceleration of the screen, so it starts getting faster a lot quicker.
Anyway, that's just my $0.02 on the difficulty. I think the theme is very cute.
I added the suggested vegetation (and some buildings), as well as a wrapping particle snow effect. Looks a bit more fleshed out now, I think.
I really love the minimalist aesthetic, and the music/sound effects go well to creating a zen atmosphere. Puzzles and gameplay are clever too. Good job!
Only feedback I have is I didn't like the jarring music cuts at the end of each level. Kind of breaks the flow. Aside from that, very cool game!
Coming back to this game, decided to move on without my programmer. Should hopefully have everything wrapped up by tomorrow and then it's just sound!
Don't worry about scanlines and stuff, everything shall be disable-able in the menus so people can put it all on or off or anything inbetween!
Man, this is looking really nice. Every time I see some new assets I boot up your original demo and dream of what may come.