[QUOTE=amcfaggot;33138194]-long ass informative post-[/QUOTE]
okay
I'm just using Terraria-ish art because I'm not that creative, and I can't think of anything else to make. I need ideas, a goal for my art (or anything I make), but there is no way I can think of one that isn't shit. And besides, I think Terraria's style of art is great, and works well.
[QUOTE=amcfaggot;33138194]
If needed, I can record a small art lesson for everyone.[/QUOTE]
Yeah, do it!
[QUOTE=amcfaggot;33138194]<snip>
If needed, I can record a small art lesson for everyone. [/QUOTE]
Sounds like a cool idea. I'd love to get to know more about game design atleast.
[img]http://puu.sh/8aew[/img]
adding console commands to my game
[QUOTE=Night-Eagle;33129930]Finished the second iteration of the hovertank's physics
[media]http://www.youtube.com/watch?v=SS8Qv1HLH4w[/media]
Any suggestions? It does seem a bit fast for a tank, but I'll tweak that when I get some actual levels going.
I should really work on this more often, but I don't think I've had a day off since the last video I posted.[/QUOTE]
Whoa, that looks amazing. I'd love to help you out with some sfx/music if you'd like
[QUOTE=benji2015;33138373]I'm just using Terraria-ish art because I'm not that creative, and I can't think of anything else to make. I need ideas, a goal for my art (or anything I make), but there is no way I can think of one that isn't shit. And besides, I think Terraria's style of art is great, and works well.[/QUOTE]
But that's your issue right there, it's not Terraria-ish art, it is Terraria art - it is their art style, the raw resources aren't important, it's the style that defines the image of the game. Terraria's art style is great. And it works well. Except, it's great for Terraria, and works well with - you guessed it, Terraria.
Game developers who are a one-man-studio can't just be programmers, they also need to be, at the very least, novice artists, and weak musicians.
Step outside of your comfort zone and break out that MSPaint today. Jump on deviantART and see what people, who have their head way too far into their pallet buttholes, are doing. Diversify a bit, before you get locked into Terraria's art style.
It also helps to see what your game code looks like using other pallets, sometimes just for fun, sometimes for color pallet and game feel purposes. Instead of just using Terraria pallet, what does it look like if you use a sidescroller version of Minecraft's textures? What does it look like if you use Super Mario Bro's? Sonic the Hedgehog's? Mega Man's? Pokémon's? And yes, those last three games' textures can be made into static-fit sidescroller texture references. Try to be creative.
[QUOTE=Richy19;33134526]Im hating all these memory problems i keep getting with C++
Really tempted to just switch to C#/openTK[/QUOTE]
PICNIC
Been working on a World of Warcraft bot
[url]https://github.com/miceiken/cleanLayer[/url]
[QUOTE=horsedrowner;33137890]make my own region cropping functionality.[/QUOTE]
Make your own, that looks prettier, and add other stuff to it. Look at [url=http://www.techsmith.com/jing-features.html]Jing[/url]
[QUOTE=Overv;33138155]I poked at the idea of writing an open version of the GTA3/Vice City/San Andreas engine that still uses the original files to run, that would be a modder's dream basically. It can't be that hard if you think about it:
[t]http://cloud.steampowered.com/ugc/613841548876777721/EF0960C94FD9E6BF03A85E9D67866620C8EA6537/[/t]
That's San Andreas, maxed out.[/QUOTE]
Implying you'd ever finish it.
[QUOTE=Overv;33138155]I poked at the idea of writing an open version of the GTA3/Vice City/San Andreas engine that still uses the original files to run, that would be a modder's dream basically. It can't be that hard if you think about it:
[t]http://cloud.steampowered.com/ugc/613841548876777721/EF0960C94FD9E6BF03A85E9D67866620C8EA6537/[/t]
That's San Andreas, maxed out.[/QUOTE]
GTA3 and Vice City are too outdated for something good to come out of it. San Andreas would be the last chance and soon that will be history as well.
Also San Andreas can look a lot better than that. If you get yourself the enbseries mod then that has some serious graphics effects than are capable of bringing the FPS so low that the game becomes unplayable.
[QUOTE=DeadKiller987;33138681]Implying you'd ever finish it.[/QUOTE]
I prefer the new open.gl anyway.
[QUOTE=miceiken;33138580]Make your own, that looks prettier, and add other stuff to it. Look at [url=http://www.techsmith.com/jing-features.html]Jing[/url][/QUOTE]
Jing is ugly as hell. Just saying.
How long should day and night time be?
Day time is currently 1 minute and 45 seconds... not long enough.
[QUOTE=MadPro119;33138814]How long should day and night time be?
Day time is currently 1 minute and 45 seconds... not long enough.[/QUOTE]
Depends entirely on how the day/night cycle affects gameplay.
[QUOTE=BlkDucky;33138836]Depends entirely on how the day/night cycle affects gameplay.[/QUOTE]
Creepers come out at night.
[QUOTE=Overv;33138155]I poked at the idea of writing an open version of the GTA3/Vice City/San Andreas engine that still uses the original files to run, that would be a modder's dream basically. It can't be that hard if you think about it:
[t]http://cloud.steampowered.com/ugc/613841548876777721/EF0960C94FD9E6BF03A85E9D67866620C8EA6537/[/t]
That's San Andreas, maxed out.[/QUOTE]
if you're gonna do that add native controller support that works well
[QUOTE=MadPro119;33138814]How long should day and night time be?
Day time is currently 1 minute and 45 seconds... not long enough.[/QUOTE]
IMO, 300 seconds sounds reasonable to me.
[QUOTE=BlkDucky;33138836]Depends entirely on how the day/night cycle affects gameplay.[/QUOTE]
No, but in all seriousness I'm not even sure.
[QUOTE=BlkDucky;33138792]Jing is ugly as hell. Just saying.[/QUOTE]
[quote]Initiate a capture by clicking Jing's happy always-ready "sun" icon.[/quote]
This is seriously how I into marketing?
Hnnng.. installed steam today because I wanted to play Moonbase Alpha, figured I'd join the WAYWO chat along since I have it open but nooo.. Says I'm on a limited steam account or whatever the hell that means.
[QUOTE=voodooattack;33138924]Hnnng.. installed steam today because I wanted to play Moonbase Alpha, figured I'd join the WAYWO chat along since I have it open but nooo.. Says I'm on a limited steam account or whatever the hell that means.[/QUOTE]
You need to have purchased a game to chat.
[QUOTE=voodooattack;33138924]Hnnng.. installed steam today because I wanted to play Moonbase Alpha, figured I'd join the WAYWO chat along since I have it open but nooo.. Says I'm on a limited steam account or whatever the hell that means.[/QUOTE]
You need to buy a game for community features.
Also: Thread related: Working on VP6/Speex Muxing into FLV that's getting pumped into an RTMP server, then through that via RTMPT on a remote server, and streamed to an embedded flash player. My client is really good at making me cringe at his design choices.
-snip late-
My auto merge! :argh:
[QUOTE=Yogurt;33138948]You need to buy a game for community features.[/QUOTE]
Aha, never mind then. I don't have a credit card so I don't think that's going to happen. Oh well.
[QUOTE=Jack Trades;33138872]IMO, 300 seconds sounds reasonable to me.[/QUOTE]
Trying to get it to work for 300 seconds but I get a out of memory error at about 3 minutes because I have 67 million (67,106,710) blocks in my list. I should make it so it only draws so many...
[QUOTE=MadPro119;33138986]Trying to get it to work for 300 seconds but I get a out of memory error at about 3 minutes because I have 67 billion (67,106,710) blocks in my list. I should make it so it only draws so many...[/QUOTE]
...
Yes
Yes you should.
[QUOTE=MadPro119;33138986]Trying to get it to work for 300 seconds but I get a out of memory error at about 3 minutes because I have 67 million (67,106,710) blocks in my list. I should make it so it only draws so many...[/QUOTE]
Chunks. Split it into chunks.
[QUOTE=Yogurt;33139064]...
Yes
Yes you should.[/QUOTE]
Its hard.
[editline]5th November 2011[/editline]
[QUOTE=GARRYMODE;33139087]Chunks. Split it into chunks.[/QUOTE]
Oh as in one item of the list represents more than one block?
[QUOTE=MadPro119;33139090]Whats that?[/QUOTE]
Instead of having a huge array of the entire world. Split the world into chunks of about 256x256 blocks. Then load and render them only if the player is near. Else unload them.
Also, how many bytes are you using per block? You shouldn't really be using more then 2, unless the block has metadata.
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