I've been taking a break from programming for a while, had a lot on my mind lately, but I'm hoping to start getting back into things.
I just gotta kick my ass into getting work done, which sometimes is easy, other times it's like pulling teeth. That and I've been finding it's very hard to get an art style down when it's a 1 man team.
Here's a fixed-point raytracer on the MSX2:
[t]http://i.imgur.com/WFKL83Q.png[/t]
....It takes 90 minutes to render this. Don't raytrace on a 3.58 MHz Z80 machine.
Oh and here's a little starfield on the same machine;
[vid]https://dl.dropboxusercontent.com/u/17984511/2016-01-02_11-52-54.webm[/vid]
This one is actually real-time.
Just got back from 32c3, made some code to display rare pepes on a LED matrix
Only had 4 bit colors because any value for any color higher then 15 would blind EVERYONE in the entire hall
[img]https://u.teknik.io/xCiUGq.png[/img]
[url]https://u.teknik.io/AFmKOm.png[/url] [url]https://u.teknik.io/LLB14v.png[/url] [url]https://u.teknik.io/CVK1jO.png[/url] [url]https://u.teknik.io/xCiUGq.png[/url] [url]https://u.teknik.io/vIX69p.png[/url] [url]https://u.teknik.io/NUbgvc.png[/url]
Got drunk most of the time there tho so the code is bodged as fuck
[QUOTE=Mega1mpact;49450089]Just got back from 32c3, made some code to display rare pepes on a LED matrix
Only had 4 bit colors because any value for any color higher then 15 would blind EVERYONE in the entire hall
[img]https://u.teknik.io/xCiUGq.png[/img]
[url]https://u.teknik.io/AFmKOm.png[/url] [url]https://u.teknik.io/LLB14v.png[/url] [url]https://u.teknik.io/CVK1jO.png[/url] [url]https://u.teknik.io/xCiUGq.png[/url] [url]https://u.teknik.io/vIX69p.png[/url] [url]https://u.teknik.io/NUbgvc.png[/url]
Got drunk most of the time there tho so the code is bodged as fuck[/QUOTE]
You mean 12 bit colors? 4 bits for red, green and blue each? Otherwise you'd only have 0-15 blue values, if the format is 0x<rr><gg><bb>
[QUOTE=Nigey Nige;49449395]New artstyle:
i don't know how to post gfycats [url]https://gfycat.com/LeadingFancyElectriceel[/url][/QUOTE]
Is this Frog Fractions 2?
[QUOTE=Mega1mpact;49450089]Just got back from 32c3, made some code to display rare pepes on a LED matrix
Only had 4 bit colors because any value for any color higher then 15 would blind EVERYONE in the entire hall
[/QUOTE]
Oh hey, I was at 32c3 aswell! Did you visit the 3d printing assembly by any chance?
[editline]4th January 2016[/editline]
Happy little mistakes or rather: why does this shit keep fucking happening?!
[img]https://my.mixtape.moe/qftqyb.png[/img]
[QUOTE=Natrox;49450055]
Oh and here's a little starfield on the same machine;
[vid]https://dl.dropboxusercontent.com/u/17984511/2016-01-02_11-52-54.webm[/vid]
This one is actually real-time.[/QUOTE]
Snowflakes make this very hard to appreciate
[QUOTE=sarge997;49449743]... That and I've been finding it's very hard to get an art style down when it's a 1 man team.[/QUOTE]
This is my biggest problem. I'm trying to figure out what game I want to take on next since my current game Gravinaut should be wrapped up by the middle of the year and I want to have something planned out pretty well, but I'm not great at modeling and I can't animate so it really constrains which ideas I can take on.
Is there a way to install steam using CLI?
so use something like SteamSetup.exe /silent /force or something like that?
I have played with running my own commands but haven't been able to find any help commands or anything like that.
Alrighty, I decided to abandon unity and give unreal a go, oh boy I am in love.
Some of you might remember this game I was working on:
[t]https://scontent-gru2-1.xx.fbcdn.net/hphotos-xfl1/v/t1.0-9/11015202_1047064845326166_1109817949895543428_n.jpg?oh=461bc30b92554ccf349b507d41aaf723&oe=574979EB[/t]
It was a coop shooter. However, I've always wanted to make a competitive game since the very start, and I was unable to do such a thing with Unity due to the fact that I had encountered plenty of issues regarding server-authoritative movement with Unity, and well, server auth networking in general.
[t]http://i.imgur.com/mHIbfjS.png[/t]
This is how it looks like atm! It's going to be a game similar to JetBoom's Extreme Football Throwdown gamemode for Garry's Mod. You and your team must grab the ball and take it to the enemy team's goal. Me and my team plan on adding character and team customization and a level editor when it's all done.
We even came up with a name!
[t]http://i.imgur.com/HEvK4WH.png[/t]
So yeah! Unreal is pretty awesome. At first I thought C++ would be scary and shit, but so far it's been a pretty smooth ride!
Unity networking is so sad.
Mostly because I went into gamedev thinking I was going to make this cool multiplayer game, but nope.
[QUOTE=Drury;49451175]Unity networking is so sad.
Mostly because I went into gamedev thinking I was going to make this cool multiplayer game, but nope.[/QUOTE]
Seriously, give Unreal a go!
[QUOTE=cam64DD;49451211]Seriously, give Unreal a go![/QUOTE]
Unreal sounds super neat, but, you know, it's not exactly famous for 2D games.
[QUOTE=Drury;49451244]Unreal sounds super neat, but, you know, it's not exactly famous for 2D games.[/QUOTE]
Ah, I see...
Well, I don't want to sound annoying, but there ARE some 2D features now. Now, I don't know how far you are into your game, but welp, why don't you hop over for a bit and see if it has enough features? It may work, it may not work. there's only one way to find out!
So it's nothing really compared to the awesome things you guys make but I got basic networking working with SFML.
It took me forever to get the TCP/UDP client and server working, it was pretty frustrating but I'm glad I kept trying.
I'm using UDP packets for the movement, and TCP packets for spawning the players.
[vid]http://i.imgur.com/jxHpu9i.webm[/vid]
(thanks for the webm helifreak)
[QUOTE=Drury;49451175]Unity networking is so sad.
Mostly because I went into gamedev thinking I was going to make this cool multiplayer game, but nope.[/QUOTE]
you could get into socket programming and do it yourself
Working out distance functions and combining them in a meaningful way is really tiresome... but in my opinion the payoff is worth it!
[media]https://www.youtube.com/watch?v=Kt9VvvsRDoI[/media]
[QUOTE=Jeezy;49451293]So it's nothing really compared to the awesome things you guys make but I got basic networking working with SFML.
It took me forever to get the TCP/UDP client and server working, it was pretty frustrating but I'm glad I kept trying.
I'm using UDP packets for the movement, and TCP packets for spawning the players.
The gifv doesn't seem to want to play for me, so here's the link.[/QUOTE]
[vid]http://i.imgur.com/jxHpu9i.webm[/vid]
Change the gifv to webm, Imgur decided to make their own wrapper because the general populace of Imgur is braindead and anything that changes more than a letter at a time scares them.
[QUOTE=proboardslol;49451305]you could get into socket programming and do it yourself[/QUOTE]
Something everyone should do, if they ever work with networking. In fact, it's a good idea to do a basic implementation of the "low level" shit that your libraries deal with, to gain a better understanding on what is going on. Even if only for the learning experience and the fun of it.
[QUOTE=mastersrp;49451658]Something everyone should do, if they ever work with networking. In fact, it's a good idea to do a basic implementation of the "low level" shit that your libraries deal with, to gain a better understanding on what is going on. Even if only for the learning experience and the fun of it.[/QUOTE]
I agree. I had to make a simple tank game for a course in college, with multiplayer. It sure has helped me understand networking better.
[QUOTE=Berkin;49449455]Are you using the built-in terrain editor, or an external heightmap editor? Just curious.[/QUOTE]
Built-in. I dicked around for a while with downloading premade terrains and importing other heightmaps but I always prefer to use as few tools as possible. Some practice with Unity's inbuilt terrain editor and I was able to do it by hand. It's not got many features but you can pick up some tricks.
My approach so far is just slap down a rough lumpy thing in the vague shape I want, then use the drag-terrain-to-a-set-height tool to create plateaus halfway up slopes, then quarters, then eighths. By doing this incrementally you can easily make your slopes more interesting/navigable without investing a lot of time.
I'm going to go back soon and style it up with static props and the like.
[QUOTE=Drury;49451244]Unreal sounds super neat, but, you know, it's not exactly famous for 2D games.[/QUOTE]
There's a plugin (soon to be standard) that specializes in 2D shit called Paper2D or something.
I'm working on a Unreal 2D game right now, and so far Paper2D provides me with some standard shit like sprites and stuff.
Kinda wish you could mess with viewports as much as you could in Unity, though...
the game i'm trying to make:
[quote][thumb]http://i.imgur.com/AfIkebj.png[/thumb][/quote]
nothing special but that's what i have so far
[QUOTE=Octopod;49452457]There's a plugin (soon to be standard) that specializes in 2D shit called Paper2D or something.
I'm working on a Unreal 2D game right now, and so far Paper2D provides me with some standard shit like sprites and stuff.
Kinda wish you could mess with viewports as much as you could in Unity, though...
the game i'm trying to make:
nothing special but that's what i have so far[/QUOTE]
Paper2D is already "standard", it's just far out from rivaling Unity's 2D stuff. There are a lot of optimisations needed as the number of draw calls gets pretty damn high once you have a bunch of sprites on the screen.
[QUOTE=Drury;49451244]Unreal sounds super neat, but, you know, it's not exactly famous for 2D games.[/QUOTE]
I'm fairly sure it has decent support. The official website has a whole video tutorial section on 2D games.
[editline]4th January 2016[/editline]
[QUOTE=DrDevil;49451386]Working out distance functions and combining them in a meaningful way is really tiresome... but in my opinion the payoff is worth it!
[media]https://www.youtube.com/watch?v=Kt9VvvsRDoI[/media][/QUOTE]
I really need to read up on the theory behind all this, since it both interests me and I'm sure it would help a ton with my studies. Currently I'm busy with a few other projects though.
[QUOTE=DrDevil;49450326]Oh hey, I was at 32c3 aswell! Did you visit the 3d printing assembly by any chance?
[/QUOTE]
Sadly not, saw people printing a lot of dildos and buttplugs tho
[QUOTE=Cyberuben;49450149]You mean 12 bit colors? 4 bits for red, green and blue each? Otherwise you'd only have 0-15 blue values, if the format is 0x<rr><gg><bb>[/QUOTE]
yeah, meant to say 4 bits per channel.
Do you guys ever suddenly realize that what you've been coding for 2 weeks really isn't what you need at all?
I've been working on making a keyframing system that has individual scenes representing one shader. Each scene has different keyframe tracks associated with it, so I can have keyframes for multiple variables. I just realized that that's really limiting though.
I should rather focus on building each scene with some sort of script file to allow more creative control over things. Time to throw 1000 lines of code away!
[QUOTE=DrDevil;49452833]Do you guys ever suddenly realize that what you've been coding for 2 weeks really isn't what you need at all?
I've been working on making a keyframing system that has individual scenes representing one shader. Each scene has different keyframe tracks associated with it, so I can have keyframes for multiple variables. I just realized that that's really limiting though.
I should rather focus on building each scene with some sort of script file to allow more creative control over things. Time to throw 1000 lines of code away![/QUOTE]
I spent 7 or 8 months making a level editor for my game, wrote probably tens of thousands of lines of code, decided it was too difficult to use and extend (mainly because I didn't know enough about programming to make it properly) so I dumped it :v:
[QUOTE=DrDevil;49452833]Do you guys ever suddenly realize that what you've been coding for 2 weeks really isn't what you need at all?[/QUOTE]
I've never had this happen to me, but I have designed systems that sounded entirely sane but the abstractions around them were too tedious and as a result, not well designed enough for practical development. I've scrapped things like this for simpler implementations.
About a year ago, Grid had threaded net code, which required pushing [url=http://www.planimeter.org/grid/api/payload]payloads[/url] through a channel to the net thread. I couldn't justify any performance gain at the time, especially considering lua-enet/enet already runs its own loop afaik outside of the binding implementation. You just interface with it. It was threading that served no purpose, really.
That was so long ago, relatively speaking, in development I can't remember how it functioned. Though game developers working with Grid didn't have to worry about it, engine modders and Planimeter developers did. Now writing networked events works sort of like this:
[lua]local function moveTo( position )
return function( character, next )
character:moveTo( position, next )
end
end
local function pickup( item )
return function( vaplayer, next )
if ( _SERVER ) then
local classname = item:getClassname()
item:remove()
vaplayer:give( classname )
end
next()
end
end
function vaplayer:pickup( item )
self:removeTasks()
local position = item:getPosition()
self:addTask( moveTo( position ) )
self:addTask( pickup( item ) )
if ( _CLIENT and not _SERVER ) then
local payload = payload( "playerPickup" )
payload:set( "item", item.entIndex )
networkclient.sendToServer( payload )
end
end[/lua]
Really the only difference is under the hood. For engine modders and Planimeter developers, `sendToServer` pushed to a channel.
[editline]4th January 2016[/editline]
Writing a 2D game in Unreal sounds like using a bulldozer in the process of constructing a house of cards. Use Grid, Defold, Polycode, or just plain LÖVE.
So over the New Years weekend decided to write something up that I found would be fun to make as well as something I could use for my job. For my job I execute a lot of different scripts to be able to maintain servers. So figured something like this would be beneficial and fun to make.
I was wondering if any of you would be kind enough to go through my code and see how my structure/readability is. I wrote most of it up pretty quickly so I am sure there are things I could do better.
Here is the github link:
[url]https://github.com/lzinga/ScriptJunkie[/url]
I don't do a lot of projects outside of work so wanted to do one and this popped into my head.
Babbies first point light diffuse shader.
[thumb]http://richardbamford.io/dmp/Falling_Spheres_2016-01-04_16-08-02.png[/thumb]
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