• What Are You Working On? April 2015
    1,741 replies, posted
Should I add credits into game? [editline]23rd April 2015[/editline] I mean, who the fuck cares who made the game right? [editline]23rd April 2015[/editline] But it's good to have credits in a game in case I need to get laid by showing "proof" that I am the shit.
Didn't know how to connect vertices in the navigation mesh, so I triangulated it with Poly2Tri and used triangles to form connections. I will have to ditch Poly2Tri for some library that generates polygons instead, and do some "path smoothing"; starting from the yellow node, the node 10 is visible from 5 and should be directly connected in the final path. [img]http://i.imgur.com/ypIxlgb.jpg[/img]
I want to learn C# and Unity and make a crazy taxi knockoff but instead of one passenger at a time, make it a variant of the traveling salesman problem, where you have to pick up a bus full of kids and drop them off at their different houses in different time spans. The fun thing would be the physics in which you have a bus full of ragdolls flying around screaming in the back as you drive across backyards and lawns to get these kids to their stops.
[QUOTE=proboardslol;47582142]I want to learn C# and Unity and make a crazy taxi knockoff but instead of one passenger at a time, make it a variant of the traveling salesman problem, where you have to pick up a bus full of kids and drop them off at their different houses in different time spans. The fun thing would be the physics in which you have a bus full of ragdolls flying around screaming in the back as you drive across backyards and lawns to get these kids to their stops.[/QUOTE] Go for it. As a programmer, Unity is very easy to learn (it'll likely take you less than a week to feel pretty comfortable in it) and it takes no time at all to get a prototype of what you want up and running.
[QUOTE=BackwardSpy;47582154]Go for it. As a programmer, Unity is very easy to learn (it'll likely take you less than a week to feel pretty comfortable in it) and it takes no time at all to get a prototype of what you want up and running.[/QUOTE] Ah but then theres the problem of I have the artistic ability of a toddler
Well stop crying and you know like, gain that ability? I know a friend who never drawed in life then he decided he needed artistic abilities and started drawing + zBrushing for two/three months straight. Lets say his stuff now is really awesome. He can draw shaded stuff, he can model organic like stuff and so on. [editline]23rd April 2015[/editline] Remember, life is not easy but that shouldn't stop you from defeating obstacles
[QUOTE=Fourier;47582385]Well stop [b]crying[/b][/QUOTE] [media]http://www.youtube.com/watch?v=3D5tkAUNFa4[/media] [highlight](User was banned for this post ("video macro reply" - postal))[/highlight]
[QUOTE=Fourier;47582385]Remember, life is not easy but that shouldn't stop you from defeating obstacles[/QUOTE] But what if the obstacle is a windmill ?
[QUOTE=proboardslol;47582217]Ah but then theres the problem of I have the artistic ability of a toddler[/QUOTE] Use [url=http://opengameart.org/]free stuff[/url] as placeholder and then, after having something that is fun, find someone to contribute to your project. Otherwise learn it, artsing is fun. [editline]23rd April 2015[/editline] [QUOTE=AntonioR;47582614]But what if the obstacle is a windmill ?[/QUOTE] [url]http://en.wikipedia.org/wiki/Don_Quixote[/url]
[QUOTE=Rocket;47582470]Drawing is a skill just like programming, writing, socializing, etc. You're not born with the ability to draw any more than you are born with the ability to program.[/QUOTE] Unless you're me; I came into this world with a full knowledge of C#, 6 years before it was even first released!
Fiddling around with C++ in an actual proper way... y'all have no idea how good it feels to actually get this working. [IMG]http://i.imgur.com/JyiEiL0.png[/IMG]
[QUOTE=AntonioR;47581774]Didn't know how to connect vertices in the navigation mesh, so I triangulated it with Poly2Tri and used triangles to form connections. I will have to ditch Poly2Tri for some library that generates polygons instead, and do some "path smoothing"; starting from the yellow node, the node 10 is visible from 5 and should be directly connected in the final path. [img]http://i.imgur.com/ypIxlgb.jpg[/img][/QUOTE] Nice sourcemod!
So I'm wanting to rename my game. It's currently "Wake" This one: [t]http://i.imgur.com/Ma0QXUQ.png[/t] [url]https://play.google.com/store/apps/details?id=com.mammothGames.wake1free[/url] What I'm thinking is "Hypnic" (The Hypnic Jerk is that sensation of falling you feel right when you're about to fall asleep) Thoughts? [img]http://www.facepunch.com/fp/ratings/tick.png[/img]/[img]http://www.facepunch.com/fp/ratings/cross.png[/img]
[QUOTE=Berkin;47582855]Unless you're me; I came into this world with a full knowledge of C#, 6 years before it was even first released![/QUOTE] But.. pickles.. not human... aaaghhh must not think about it...
he was pickled into this jar world, dill seed enlightened his inner vitamins
[QUOTE=Berkin;47580286]So I came up with a concept for a little game... -sniparoo- Should I expand on this?[/QUOTE] You should look into Twine, it's basically a framework for this kind of game and it would work fantastically with Rant
that's a really great premise for a pickle game, where like dill seed is basically a "coin" you pick up to maintain your picklitude original character blerkin®, dew knot stella
[QUOTE=chimitos;47583447]So I'm wanting to rename my game. It's currently "Wake" This one: [t]http://i.imgur.com/Ma0QXUQ.png[/t] [url]https://play.google.com/store/apps/details?id=com.mammothGames.wake1free[/url] What I'm thinking is "Hypnic" (The Hypnic Jerk is that sensation of falling you feel right when you're about to fall asleep) Thoughts? [img]http://www.facepunch.com/fp/ratings/tick.png[/img]/[img]http://www.facepunch.com/fp/ratings/cross.png[/img][/QUOTE] You have bug where top bar is dropping into the middle of screen. Btw I will rate it 5 just to give you support
[QUOTE=Fourier;47583702]You have bug where top bar is dropping into the middle of screen. Btw I will rate it 5 just to give you support[/QUOTE] Thanks! Any idea what you did before it happened?
Hey guys, how do you "balance" the game - ingame purchases, time of levels, damage, scores, money, items and so on? [editline]23rd April 2015[/editline] [QUOTE=chimitos;47583716]Thanks! Any idea what you did before it happened?[/QUOTE] I played Hell difficulty and clicked on screen furiously
In a few weeks I'll be done with this contract and a few weeks after that I'll be done with uni for a few months I plan on finishing at least one game a month over the summer, and I've got 4 months. I might be able to get 6 done even, we're spending about 3 weeks per game in my game dev course and I think I can keep that up
[QUOTE=andrewmcwatters;47583698]that's a really great premise for a pickle game, where like dill seed is basically a "coin" you pick up to maintain your picklitude original character blerkin®, dew knot stella[/QUOTE] I'm glad to be such an inspiring figure in this community.
[b]Load a bullshit[/b] Upgraded to Unity 5 and some of the weirdest stuff is happening. This is not how balls work PhysX... not at all. music warning [vid]http://a.pomf.se/umclxh.webm[/vid]
[QUOTE=andrewmcwatters;47583698]that's a really great premise for a pickle game, where like dill seed is basically a "coin" you pick up to maintain your picklitude original character blerkin®, dew knot stella[/QUOTE] [url=https://github.com/Spanfile/Pickle]Shameless self promotion is shameless but I've got just the perfect thing for item drops if there's any need for such.[/url]
[QUOTE=Rocket;47584001]Twine is HTML-based, and Rant is C#. Unless someone can successfully port Rant to Javascript, I don't think it'll work that well.[/QUOTE] It's not a matter of whether Rant can be successfully ported. It's a matter of whether anyone can survive porting it.
[url]http://jsil.org/[/url] Try it
Oh.. optimized javascript? What is that?
[QUOTE=Fourier;47583727]Hey guys, how do you "balance" the game - ingame purchases, time of levels, damage, scores, money, items and so on?[/QUOTE] Trial and error/spreadsheets. You really have to just guesstimate things and go with it as well as tune things as you go and watch the outcome.
[QUOTE=Rocket;47584001]Twine is HTML-based, and Rant is C#. Unless someone can successfully port Rant to Javascript, I don't think it'll work that well.[/QUOTE] You don't need to port rant to JS; the actual meat of Twine is mostly plaintext and some simple macros/very clearly marked control statements ([[Text|Destination][Optional JS]] for links between nodes and <<macro arguments>> for macros/control statements). I think generating that part's well within the scope of Rant, for items and stuff you would need to hard-code some stuff into the patterns to set variables/manage lists, but it's feasible overall. You would just need to figure out the file format so you can bypass the editor and write the text for nodes directly. Edit: Here's an example of how simple it is: [code]You are in a dark hallway. [[{Enter Satanic Shrine}|Satanic Shrine]] [[{Go down hallway to the right}|MAZE_1]] [[{Exit Temple}|Temple Entrance][$littleBitch = true]] <<display UI>>[/code] And then that <<display UI>> is analogous to a function call, but it just inserts whatever is in the specified node into the current node's page. UI draws up the inventory and a torch system like Shadowgate, which could be hardcoded (not generated by a Rant pattern) Edit2: I'm not up to date on how Rant can store stuff but if you could generate that other example this should also be possible
[QUOTE=Rocket;47565287]I found these in the Red Faction: Guerilla assemblies: [img]https://a.pomf.se/intcsn.png[/img] [img]https://a.pomf.se/ahzaiv.png[/img] I'm not a professional or anything but I think you're supposed to take those out of the Release build.[/QUOTE] It's a shame there's no good way to process the [i]__FILE__[/i] macro in C/C++ so that it doesn't include the full path. Which, unless you're using a super-aggressive compiler, invariably results in your binaries getting bloated and including your build server's directory structure if you're compiling with any kind of logging enabled.
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