"Which way was home again?"
Oh lovely. Indie or not, you got something serious going on here.
"Which way was home again?"
I'm so stupid and cannot find a good cg shader tutorial that my dumb ass brain can wrap my head around. I'm just on the verge of fucking trashing my pitiful work because it's obvious I'm not good enough.
Looks real good, Vivin.
Oh lovely. Indie or not, you got something serious going on here.
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
Your comments fuel my artist's rage (and creativity!)
Also the boar got mad I was riding him and now chases me!
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
Your comments fuel my artist's rage (and creativity!)
Also the boar got mad I was riding him and now chases me!
http://i.imgur.com/wA0qiK3.gif
http://i.imgur.com/s8986Xm.gif
What the fuck is THAT
Wow, I knew nothing about this and now I need to know everything about this. Quite an evocative image.
what kind of game is it? you should introduce the game and talk a little about it if you're going to post such a nice screen.
.what kind of game is it? you should introduce the game and talk a little about it if you're going to post such a nice screen.
Showing off slopes and ladders in a basic level.
Added an ice theme to the basic level to showcase ice platforms.
Added a level full of moving and sinking platforms.
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
Hey all,
Hot off the press, here's our screenshot Saturday update for Ashen
"Which way was home again?"
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
I have some high hopes for this game!SS - it's been harder than I thought it would be designing a game to fit inside of a 192*108 screen resolution but it's coming along:
Not the happiest with our motion blur in the 1st screen. I will probably be re-writing it or removing it altogether.
It's about that time...when I start thinking about how to do shortest-distance pathfinding on a 2D grid!
I'll probably end up with something horribly inefficient, and reinvent the wheel or go study and learn the proper techniques later.
Well, as a wise man first said, "To use the A* algorithm, you must first invent the universe and then derive it yourself from first principles."Well, the A* algorithm works pretty well.
We displayed our game "Bedtime Story" for the first time to the public yesterday at our schools own exhibition.
My impression was that people liked it a lot, I dont think there was a stall as well visited as ours.
There are still a ton of things to fix and some problems but for the biggest part the game is now complete.
Here are some more screens, I will upload a playthrough in the coming week:
I have some high hopes for this game!
I hope you stick around! xD
Those screens look really good.
Is that Unreal Engine?
Got a new background.
Also had a go at creating my first webm! process was surprisingly less painful than expected
http://www.aurora44games.com/images/combatMountain.webm
playing around with this webm stuff... cool to be able to make 60 fps videos for quick viewing.
it still doesn't look quite right, but at least you guys can look at the game in 60 fps.
http://www.ghostsonggame.com/miscd/gsongwebm1.webm
http://www.ghostsonggame.com/miscd/gsongwebm2.webm
just lovely
You got so much talent dude. Congrats.
I think I liked the old style for the MC better though.
Wow,congrats man..the game looks beautiful!
Like everyone else already said, this looks beautiful.
I had to redo the behavior of the Boar to match that of the wolf (yay recoding). Now he does this awesome thing where he hangs at the edge of bluffs.
ashen is looking dope, vivin
Djikstra's algorithm is definitely the right choice.It's about that time...when I start thinking about how to do shortest-distance pathfinding on a 2D grid!
I'll probably end up with something horribly inefficient, and reinvent the wheel or go study and learn the proper techniques later.
You should finish Notch's 0x10c game.ashen is looking dope, vivin
Yeah, that's what I concluded in a later post above -- if I need more efficiency than a simple approach, I will probably use Djikstra's.Djikstra's algorithm is definitely the right choice.
Use breadth-first search if the cost for moving between any adjacent cell is equal. If you want to have terrain that slows you down like in Advance Wars you'll need to use Dijkstra's algorithm.Yeah, that's what I concluded in a later post above -- if I need more efficiency than a simple approach, I will probably use Djikstra's.
The A* algorithm is guaranteed to be perfect. The heuristic just helps it converge upon the solution faster in most instances in comparison to Dijkstra.Upon doing some digging and trying to educate myself about things I probably studied in the ancient past, it appears that:
1. The A* algorithm is not guaranteed to be perfect because it contains an optional heuristic (approximation) component. This does not work for me since I need perfect shortest-path generation, and...
2. ...if you choose not to use that component, then A* becomes identical to Djikstra's algorithm.
3. Furthermore, I did not read enough to get a firm grasp of Djikstra's algorithm, but at a glance it appears similar to what I was already intuitively planning to do, just perhaps more efficient. If I can do something simpler but slightly less efficient it will probably be fine.
Oh, thanks (wikipedia seems to suggest the heuristic must be "admissable" and/or "monotonic" and/or "consistent" for optimal solutions to be reached).The A* algorithm is guaranteed to be perfect. The heuristic just helps it converge upon the solution faster in most instances in comparison to Dijkstra.
Yeah it does but a simple heuristic like distance to goal usually meets this requirement.Oh, thanks (wikipedia seems to suggest the heuristic must be "admissable" and/or "monotonic" and/or "consistent" for optimal solutions to be reached).
Upon doing some digging and trying to educate myself about things I probably studied in the ancient past, it appears that:
1. The A* algorithm is not guaranteed to be perfect because it contains an optional heuristic (approximation) component. This does not work for me since I need perfect shortest-path generation, and...
2. ...if you choose not to use that component, then A* becomes identical to Djikstra's algorithm.
3. Furthermore, I did not read enough to get a firm grasp of Djikstra's algorithm, but at a glance it appears similar to what I was already intuitively planning to do, just perhaps more efficient. If I can do something simpler but slightly less efficient it will probably be fine.
Thanks for the kind words guys Im not sure im following what MC stands for?
We use Subversion on CloudForge for Darkest Dungeon. And I run my own Subversion server on my Mac Mini for personal stuff.What do you all use for source management? I'm thinking of signing up for GitHub -- the free level is still useful, right?
playing around with this webm stuff... cool to be able to make 60 fps videos for quick viewing.
it still doesn't look quite right, but at least you guys can look at the game in 60 fps.
http://www.ghostsonggame.com/miscd/gsongwebm1.webm
http://www.ghostsonggame.com/miscd/gsongwebm2.webm
It looks pretty good to me. Great art direction.
Yus more webm goodness! the game is looking smooth as butter at 60fps, so good!.
zoooooooooooooooom
Have the first story mural detailed out, the game's story will be introduced this way (along with boss battles) to give story exposition.
thank you
this seems to be moving along rapidly. did you plot out a full design for the game in advance, or are you doing some amount of winging it? I'm always curious about the design approach of indies.
We use Subversion on CloudForge for Darkest Dungeon. And I run my own Subversion server on my Mac Mini for personal stuff.
You also may want to consider how many binary assets you're going to have before choosing Git. https://help.github.com/articles/what-is-my-disk-quota#large-media-files
I wish I have the time to play with Unity to help you, but I don't have any idea how Unity used the tranformation matrix and in which order, I did actually wrote some for XNA which rotates, translates things like you want but in my own way.
basically my transformation is something like this, I think you can guess what each part is:
Transform = Matrix.Identity *
Matrix.CreateTranslation( Origin.X , Origin.Y , 0 ) *
Matrix.CreateScale( new Vector3( Scale , Scale , Scale ) ) *
Matrix.CreateRotationZ( Rotation ) *
Matrix.CreateTranslation( -Position.X - View.X , -Position.Y - View.Y , 0 );
and I am only rotating Z so it behaves like spritebatch, maybe you can use this in Unity?