• What are you working on?
    5,004 replies, posted
So, I've conclusively decided that after 4 years, I've pushed euler angles definitely absolutely as far as they can go in every single respect - I then caved and implemented the entire spectrum of euler -> matrix -> quaternion -> matrix -> euler. I can describe this as 'fun' I also then spent a week figuring out how to define a consistent camera and control scheme on the inside of a cube using my newfound powers of rotation matrices and interpolating quaternions [IMG]https://dl.dropboxusercontent.com/u/9317774/concept.PNG[/IMG] Tadaa! Note that the characters there aren't actually on the wall (although that's coming soon), the camera is simply fixed to the (current) ground/plane, with adequate automagic rotation etc to make it look like it, so that from my point of view [del]the jedi are evil[/del] they're on the wall. Hopefully however, it won't be too hard to just rotate the characters by the normal vector [famous last words]. Some of the combat will have to be fixed a little (eg working out the angle between sword and player, for directional blocking), but everything else should be pretty dandy hopefully Quaternions are used for interpolating between two/three faces to produce a smoothly varying camera when you cross from one plane to another. Corners are a little bit broken, so I'll probably just cheat and prevent the player going there. It'd be confusing as all tits anyway. Long term itll probably require some adjusting, but it works well for the moment
I'm almost out of uni for the summer, which I will mostly be spending secluded in the forest left to my work. Which means I'm gonna be posting here a lot again I've recently read Sun Tzu's Art of War and I really want to design a game based on it as closely as possible. The concepts of terrains and grounds seem to be well-defined, so it would be fun to write a terrain generator that stiches together all the different types, and then identifies the different grounds (which are a measure of how far into other territories you are, and how well-connected an area is to other areas). And then making AI that takes Sun Tzu's suggestions of how to utilize all that information. I might modify a hex-based networked terrain thing I started but didn't get anywhere on because I was dry for ideas.
Decided to have fun with old games. Chose to port f2bgl (Fade2Black Reimplementation) to SDL1.2+TinyGLES. It boots: [t]http://i.imgur.com/4F3vRpB.png[/t] Found out that the zBuffer in TinyGLES is exposed, some integer math and: [t]http://i.imgur.com/bumhEek.png[/t] And then changed the R5G6B5 texture conversion and rasterizing routines to use R5G5B5A1: [t]http://i.imgur.com/WyiBAlY.png[/t]
[QUOTE=JohnnyOnFlame;50373958]Decided to have fun with old games. Chose to port f2bgl (Fade2Black Reimplementation) to SDL1.2+TinyGLES. It boots: [t]http://i.imgur.com/4F3vRpB.png[/t] Found out that the zBuffer in TinyGLES is exposed, some integer math and: [t]http://i.imgur.com/bumhEek.png[/t] And then changed the R5G6B5 texture conversion and rasterizing routines to use R5G5B5A1: [t]http://i.imgur.com/WyiBAlY.png[/t][/QUOTE] Your post made me think: Can we bring back PS1 graphics as a niche art style? [t]http://romhustler.net/img/screenshots/mame_new/ingame/rvschool.png[/t] [t]http://199.101.98.242/media/images/53582-Pepsiman_The_Running_Hero_(Japan)-5.png[/t] very low res textures, nothing done to hide the polygonal models, sort of looks like runescape graphics. I know that at the time it was a hardware limitation, but in My opinion it can serve as a very cool looking intentional art style. Though it's a product of a generation of hardware that produced Ocarina of time: [t]http://img.gamefaqs.net/screens/8/8/3/gfs_24366_2_4.jpg[/t] and half life [t]http://www.mygamesfile.com/halflifegamea/img/3l.jpg[/t] I feel like they intentionally tried to remove some of the blockyness to the graphics via anti-aliasing and stuff which made it look a lot uglier and blurier than if they had allowed the graphics to maintain the character given to them by the hardware at the time.
After a lot of blood, sweat and tears, I've finally released the Greenlight campaign for my game Point of Departure! [video=youtube;_pGnUwnOdoE]https://www.youtube.com/watch?v=_pGnUwnOdoE[/video] FEATURES [QUOTE] [B]Environments are fully destructible[/B] and are [B]highly interactable[/B] in a variety of ways [B]Traverse 4 distinct zones[/B] ranging from [B]serene grasslands[/B] to [B]ominous caves[/B] and [B]daunting cities[/B] [B]Control two characters seamlessly[/B] by yourself or with a friend in [B]local co-op multiplayer[/B] [B]Fight an eclectic cast of 20+ enemies[/B] using objects and the environment to your advantage [B]Levels randomize during each playthrough[/B] resulting in [B]over 300 unique hand-crafted levels[/B] [B]Persistent customizable upgrades[/B] allow for many different ever-challenging playstyles [B]Randomized loot[/B] as well as [B]strange upgrades[/B] can be found during each playthrough [B]Fight in an endless arena mode[/B] against increasing odds [B]Discover and record enemy weaknesses[/B] and characteristics in your journal [B]within an immersive UI[/B] [B]Riveting[/B] and [B]diverse original soundtrack[/B] [B]Charming hand drawn pencil[/B] art style [/QUOTE] Greenlight: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=686103639[/URL] Website: [URL="http://www.pointofdeparturegame.com"]www.pointofdeparturegame.com[/URL] Any support you guys can give is greatly appreciated! :excited:
I just feel like PS1 graphics and textures were inspired more along the lines of traditional pixel art with techniques like dithering instead of blurry anti-aliasing
[QUOTE=proboardslol;50374034]Your post made me think: Can we bring back PS1 graphics as a niche art style? very low res textures, nothing done to hide the polygonal models, sort of looks like runescape graphics. I know that at the time it was a hardware limitation, but in My opinion it can serve as a very cool looking intentional art style. Though it's a product of a generation of hardware that produced Ocarina of time: and half life I feel like they intentionally tried to remove some of the blockyness to the graphics via anti-aliasing and stuff which made it look a lot uglier and blurier than if they had allowed the graphics to maintain the character given to them by the hardware at the time.[/QUOTE] OmniBus?
[QUOTE=DrTaxi;50374090]OmniBus?[/QUOTE] Yeah, something like that, but when all the objects in the game are basically just boxes, it's a lot less defined than something like Rival Schools which has humans as models in the game. Also, the textures look a little too high resolution to me.
[QUOTE=proboardslol;50374034]Your post made me think: Can we bring back PS1 graphics as a niche art style? -img- -img- very low res textures, nothing done to hide the polygonal models, sort of looks like runescape graphics. I know that at the time it was a hardware limitation, but in My opinion it can serve as a very cool looking intentional art style. Though it's a product of a generation of hardware that produced Ocarina of time: -img- and half life -img- I feel like they intentionally tried to remove some of the blockyness to the graphics via anti-aliasing and stuff which made it look a lot uglier and blurier than if they had allowed the graphics to maintain the character given to them by the hardware at the time.[/QUOTE] It's also great for programmers for multiple reasons. You don't have to implement more advanced features like HDR or soft shadows and hard shadows become quite cheap and easy to implement because you don't have a ridiculous poly count. It should also lower your development time because of this. [URL="http://carp.tk/$/1463964877.png"]Also making a low poly model that looks reasonably nice is much easier than doing a high poly one.[/URL]
I think the two factors I'm looking for are interpolation and dithering. With dithering you can save on memory by limiting yourself to a 256 color pallette and without interpolation you can preserve those colors and the angularity
Reading disas output from GDB is insane, there's no need to optimize most shit I see people doing. Most of the time it makes code worse and uglier. Modern compilers are insane. I fucking love it. [QUOTE=proboardslol;50374267]I think the two factors I'm looking for are interpolation and dithering. With dithering you can save on memory by limiting yourself to a 256 color pallette and without interpolation you can preserve those colors and the angularity[/QUOTE] I love the look of dithered stuff, might end up trying to implement something like that with funky integer math.
[url]http://imgur.com/a/Dg3fv[/url] working on art. Not very productive on the programming part of the game edit: [img]http://i.imgur.com/dRQe28i.png[/img] Smaller eyes
[QUOTE=proboardslol;50374034]Your post made me think: Can we bring back PS1 graphics as a niche art style? [thttp://romhustler.net/img/screenshots/mame_new/ingame/rvschool.png[/t] [thttp://199.101.98.242/media/images/53582-Pepsiman_The_Running_Hero_(Japan)-5.png[/t] very low res textures, nothing done to hide the polygonal models, sort of looks like runescape graphics. I know that at the time it was a hardware limitation, but in My opinion it can serve as a very cool looking intentional art style. Though it's a product of a generation of hardware that produced Ocarina of time: [thttp://img.gamefaqs.net/screens/8/8/3/gfs_24366_2_4.jpg[/t] and half life [thttp://www.mygamesfile.com/halflifegamea/img/3l.jpg[/t] I feel like they intentionally tried to remove some of the blockyness to the graphics via anti-aliasing and stuff which made it look a lot uglier and blurier than if they had allowed the graphics to maintain the character given to them by the hardware at the time.[/QUOTE] Also the polygons' positions being integers (quantized to the grid) so everything is a little wiggly in motion.
[QUOTE=Ott;50375113]Also the polygons' positions being integers (quantized to the grid) so everything is a little wiggly in motion.[/QUOTE] That's why polygons jump sometimes, the wiggly shit is caused by no perspective correction.
I'm working on the infrastructure to track the price of every single item on the [url=https://steamcommunity.com/market]Steam Community Market[/url]. The leading provider of this data requires a monthly fee and their logo on your site. Which is completely unacceptable, so fuck it, I'll do it myself.
[QUOTE=geel9;50375250]I'm working on the infrastructure to track the price of every single item on the [url=https://steamcommunity.com/market]Steam Community Market[/url]. The leading provider of this data requires a monthly fee and their logo on your site. Which is completely unacceptable, so fuck it, I'll do it myself.[/QUOTE] You have to pay AND advertise? What the fuck? That's like when you buy a used car and they put their dealerships sticker on it
[QUOTE=proboardslol;50375353]You have to pay AND advertise? What the fuck? That's like when you buy a used car and they put their dealerships sticker on it[/QUOTE] The advertising value they'd be getting is way, way more than the price they're asking per month. It's completely unacceptable, especially considering what the value of their service actually is.
[t]http://i.imgur.com/9CGMWjY.png[/t] Linearly dithered lighting. :D [t]http://i.imgur.com/f6o1ZbL.png[/t] Shitty precision mode
I'm working with Android again. :smile:
It's 6AM and I'm still posting ditherers. Here's a new implementation: [t]http://i.imgur.com/uRy8VuY.png[/t] And here's the source: [url]https://gist.github.com/JohnnyonFlame/ec215c1a4a8e8597431ea4e4acffb56a[/url]
[QUOTE=proboardslol;50374034]Your post made me think: Can we bring back PS1 graphics as a niche art style? [/QUOTE] check out Devil Daggers, one of the coolest looking recent games.
Added weighted pathfinding (they don't like crossing water anymore), and also added the ability for them to build houses to put food into. [video=youtube;OOFmwS6oqL0]https://www.youtube.com/watch?v=OOFmwS6oqL0[/video] Kinda neat to watch.
I love your A* experiment, it's really coming out alive.
I want to add language support to my game. So I was thinking of having a text file for each language and parsing them. Do you guys think this layout is alright? or is there an industry standard that I don't know about? [QUOTE]LANGUAGE_NAME: English UI_START: start UI_PRESS: press UI_TOSTART: to start UI_CREDITS: credits UI_PLAY: Play UI_HOST: Host Game UI_NEWCHAR: new character UI_JOIN: join a friend UI_ADDITIONAL: Additional players: press START to join/leave UI_SETTINGS: settings UI_SETTINGS_GAME: game UI_SETTINGS_DISPLAY: display UI_SETTINGS_AUDIO: audio UI_SETTINGS_CONTROLS: controls UI_PERK_REQ1: find weapon UI_PERK_REQ2: kill 1 boss UI_PERK_REQ3: kill 2 bosses UI_PERK_REQ4: kill 3 bosses UI_PERK_REQ5: kill 4 bosses UI_PERK_1_NAME: Weapon Rack UI_PERK_1_DESC: There's now a weapon rack in the Church. All weapons you've found and used before will be available there. UI_PERK_2_NAME: +Shotgun Reload Speed UI_PERK_2_DESC: Shotguns reload faster[/QUOTE]
[QUOTE=Torrunt;50377256]I want to add language support to my game. So I was thinking of having a text file for each language and parsing them. Do you guys think this layout is alright? or is there an industry standard that I don't know about?[/QUOTE] If you ever feel like it, there's a de facto standard with gettext [URL]https://en.wikipedia.org/wiki/Gettext[/URL] It allows you to do translations like [code] #. TRANSLATORS: Please leave %s as it is, because it is needed by the program. #. Thank you for contributing to this project. #: src/name.c:36 msgid "My name is %s.\n" msgstr "Je m'appelle %s.\n" [/code] The benefit of this is the existing tools and syntax highlighting already widely available on all platforms.
[QUOTE=JohnnyOnFlame;50373958]Decided to have fun with old games. Chose to port f2bgl (Fade2Black Reimplementation) to SDL1.2+TinyGLES. It boots: [t]http://i.imgur.com/4F3vRpB.png[/t] Found out that the zBuffer in TinyGLES is exposed, some integer math and: [t]http://i.imgur.com/bumhEek.png[/t] And then changed the R5G6B5 texture conversion and rasterizing routines to use R5G5B5A1: [t]http://i.imgur.com/WyiBAlY.png[/t][/QUOTE] You think you could also try to make the controls less horrible? Playing that game with usable controls would be pretty cool.
I'm trying to port my BF4 .FBX animation player, which works perfect, over to SW: Battlefront. Here's what the default T-pose looks like: [t]http://i.imgur.com/TVhdMFM.jpg[/t] Not only is the rotation(?) messed up or different in SWBF, for some reason the FBX SDK isn't exporting my animations while it works perfectly in the Bf4 version.
[QUOTE=Torrunt;50377256]I want to add language support to my game. So I was thinking of having a text file for each language and parsing them. Do you guys think this layout is alright? or is there an industry standard that I don't know about?[/QUOTE] yeah this is fine, you don't really need anything but a key-value store for localizations
[QUOTE=Torrunt;50377256]I want to add language support to my game. So I was thinking of having a text file for each language and parsing them. Do you guys think this layout is alright? or is there an industry standard that I don't know about?[/QUOTE] Storing strings like that is probably fine when there is just a low amount of keys and infrequent lookups. Just make sure that you can encode special characters such as new lines in your values correctly. The games I reverse engineered all used custom binary formats for their string tables and either used numeric keys or stored the [url=https://en.wikipedia.org/wiki/MurmurHash]hash value[/url] of their string keys (for O(1) lookups).
can some windows and linux people download my game and test if it works for them? [URL="https://www.dropbox.com/s/mwl9ukcjzsjrn3k/DemonDread-win32.zip?dl=0"]win32[/URL] [url=https://www.dropbox.com/s/olcsvhg5j228bmo/DemonDread-linux64.tar.gz?dl=0]linux64[/url] if it works rate this post useful, if not pm me
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