• What Are You Working On? July 2015
    1,392 replies, posted
[QUOTE=NixNax123;48235244][img]http://puu.sh/j3oHa/6b1caf7f52.jpg[/img] Deferred renderer coming along nicely! I like using my own text and having it work for a useful purpose, it gives me such a great feeling. (:[/QUOTE] By the way, for anyone asking why I included TexCoords, I don't anymore; I just calculate them in the shader, like so: [code]vec2 CalcTexCoord() { return gl_FragCoord.xy / gScreenSize; }[/code]
I worked on some controls for my settings menu and now I have checkboxes and integer sliders. Turned out pretty good. [vid]http://webm.host/7178b/vid.webm[/vid]
[QUOTE=NixNax123;48248890]By the way, for anyone asking why I included TexCoords, I don't anymore; I just calculate them in the shader, like so: [code]vec2 CalcTexCoord() { return gl_FragCoord.xy / gScreenSize; }[/code][/QUOTE] gl_TexCoord? [editline]20th July 2015[/editline] Also why are you calculating texture coordinates with window relative coordinates of the current fragment?
[QUOTE=cartman300;48249078]gl_TexCoord? [editline]20th July 2015[/editline] Also why are you calculating texture coordinates with window relative coordinates of the current fragment?[/QUOTE] I'm passing the vector from the fragment shader to a framebuffer. I do that so I can get a value between 0 and 1 that I can supply to the buffer, too.
For those interested in how to write "mixed-mode" (.NET and native) programs without being limited to just C++/CLI, you can compile C (or/and C++) code with vc++ compiler to object files and C# code with C# compile with /target:module /out:Out.obj options and link them with link.exe If you want to call .NET code from within the unmanaged part you need unmanaged exports for this. If you want to call unmanaged code you can write a wrapper of sorts in C++/CLI (that you can also mix into your frankenstein project) and use /addmodule:Something.obj in the C# part. I haven't researched into possibilities into p/invoking into itself or anything yet.
implemented sliding in sparkour, looks off right now but feels good to use [vid]https://dl.dropboxusercontent.com/u/1400138/slide.webm[/vid]
[QUOTE=fewes;48245073]I sorted out some orientation issues with the torso, imo it looks a lot more natural now: [IMG]http://puu.sh/j4WpU.jpg[/IMG][/QUOTE] His legs still look really hilariously weird, not only is that an incredibly awkward position to stand in (let alone fight and maneuver in), but he is completely open to cheap shots to the balls. Try standing like him and throwing a punch, no one would ever stand like that naturally, especially when trying to get power into their thrown punches. It's not perfect, but take a look at some videos like [URL="https://youtu.be/fOjto5sEUms"]this[/URL] to get a better idea of how a decent punch looks in real life.
The right leg(our left) should be facing inwards more.
[QUOTE=NixNax123;48249117]I'm passing the vector from the fragment shader to a framebuffer. I do that so I can get a value between 0 and 1 that I can supply to the buffer, too.[/QUOTE] It's still a completely different value from the texture coordinates you had before. I have no clue why you'd even save this one either considering it will just end up a flat gradient (possibly with holes) that you could easily generate on the fly during the final shading phase.
Iirc it suggests doing that as a part in a tutorial series that we were both following anyways.
Finally got the menu in the actual game. [img]http://i.imgur.com/onSuBAH.png[/img]
Labels should be distinguishable from buttons IMO.
[QUOTE=WeltEnSTurm;48251420]Labels should be distinguishable from buttons IMO.[/QUOTE] Dim labels a little bit?
[QUOTE=Socram;48250145]His legs still look really hilariously weird, not only is that an incredibly awkward position to stand in (let alone fight and maneuver in), but he is completely open to cheap shots to the balls. Try standing like him and throwing a punch, no one would ever stand like that naturally, especially when trying to get power into their thrown punches. It's not perfect, but take a look at some videos like [URL="https://youtu.be/fOjto5sEUms"]this[/URL] to get a better idea of how a decent punch looks in real life.[/QUOTE] [QUOTE=reevezy67;48250276]The right leg(our left) should be facing inwards more.[/QUOTE] Eh. I based it on this and I don't think it looks all that bad: [img]http://puu.sh/j5Vy8.png[/img]
[QUOTE=fewes;48251689]Eh. I based it on this and I don't think it looks all that bad: [img]http://puu.sh/j5Vy8.png[/img][/QUOTE] Well that's basically how reevezy67 said he wanted you to do it. His right (our left leg) is facing towards us instead of the the left.
smoother level transition [img]http://i.imgur.com/s4588wG.gif[/img] also developed a couple more secret game mechanics 8-)
It looks a lot better now
I assume that the jerk the camera gives is when the player receives input, in that case you should move input earlier. So that the player can move before the transition finishes. Maybe smooth the camera over to the proper start point before the level transition ends too, either that or load the new level in with the camera already in the starting position.
[QUOTE=WeltEnSTurm;48251420]Labels should be distinguishable from buttons IMO.[/QUOTE] Is this better? [img]http://i.imgur.com/KqXnZyU.png[/img]
Please don't start fussing over the color of text, you're killing it right now, do all that shit later
Perhaps take a page from Microsoft and surround the "Back" text with a rectangular border or use a back arrow as a button.
[IMG]http://i.gyazo.com/00c0d3c48dc9054d55b17f3500f746df.png[/IMG] We launched on steam today so much has changed in the past week. just 2 weeks ago the game looked like this... [IMG]http://i.gyazo.com/1eda12f7b22f570c82cacbbbe69ef221.png[/IMG] Heres our [URL="http://store.steampowered.com/app/387840/"]store page[/URL] I want to have a demo up tonight but I honestly dont know how we will do it.
[QUOTE=layla;48253194]Please don't start fussing over the color of text, you're killing it right now, do all that shit later[/QUOTE] You're right, I'll just fuck it up if I mess with it too much. I need to focus more on making it actually [I]work[/I]. There are still a few controls I have to implement and then I'm moving back to working on gameplay. I have some cool stuff planned, so I don't really want to spend much more time on menus anyway. I just want something usable that I can build off of later.
[QUOTE=Isaac96;48253338][...] Heres our [URL="http://store.steampowered.com/app/387840/"]store page[/URL] I want to have a demo up tonight but I honestly dont know how we will do it.[/QUOTE] With those keys that are seemingly used I really hope you check the keyboard layout and update the display and input to whatever is at that location.
[QUOTE=Berkin;48253364]You're right, I'll just fuck it up if I mess with it too much. I need to focus more on making it actually [I]work[/I]. There are still a few controls I have to implement and then I'm moving back to working on gameplay. I have some cool stuff planned, so I don't really want to spend much more time on menus anyway. I just want something usable that I can build off of later.[/QUOTE] Playable game > anything else I usually don't even implement menus at all until I have too much in the first debug level.
[QUOTE=Tamschi;48253395]With those keys that are seemingly used I really hope you check the keyboard layout and update the display and input to whatever is at that location.[/QUOTE] zxc and v are action keys right now. arrow keys are the standard controls, we are also working on controller support and being able to rebind keys.
[QUOTE=Berkin;48253364]You're right, I'll just fuck it up if I mess with it too much. I need to focus more on making it actually [I]work[/I]. There are still a few controls I have to implement and then I'm moving back to working on gameplay. I have some cool stuff planned, so I don't really want to spend much more time on menus anyway. I just want something usable that I can build off of later.[/QUOTE] For now just put a < and maybe slide the button to the left and down. [t]https://dl.dropboxusercontent.com/u/13781308/KqXnZyU.png[/t] less than a minute to do and it'll look much better
[QUOTE=Isaac96;48253523]zxc and v are action keys right now. arrow keys are the standard controls, we are also working on controller support and being able to rebind keys.[/QUOTE] On qwertz keyboards that should default to yxcv instead. (There are a lot of games that just use asdf instead, which [I]somewhat[/I] reduces the issue but not really by much.)
[QUOTE=ace13;48252873]I assume that the jerk the camera gives is when the player receives input, in that case you should move input earlier. So that the player can move before the transition finishes. Maybe smooth the camera over to the proper start point before the level transition ends too, either that or load the new level in with the camera already in the starting position.[/QUOTE] The camera starts at the center of the map so the player can see the entire map, then pans over to the player. It's pretty smooth but you can't tell from the gif.
I gave game to people so they can test it and nobody got it, how to play it with tutorial included. Gotta do interactive tutorial so people will get it first time or my game is fried.
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