I decided to take a stab at writing a bad outrun-like raster:
[img]http://i.imgur.com/xL0H61I.gif[/img]
Pretty fun to code :joy:
[QUOTE=Jazz84;49703807]Been working on making an FPSMMORPG with a few people and decided to show off some stuff.
<shots>[/QUOTE]
I fucking love this Hexen-like style, wish more Fantasy games looked like this. Art's looking pretty sweet.
[QUOTE=Richy19;49700759]Im always wondering wether to use unity when I have an idea for a game, or start fresh with like C++ or the like to learn more..
Anyone else ever get that?[/QUOTE]
This was before I graduated and before game companies basically snickered when I told them I was making a game and my own engine. It is, essentially, a huge waste of time.
If you want to make a game then you use an existing engine. Unless you're Jonathan Blow or [URL="https://www.youtube.com/watch?v=eLvt7auDumI"]these guys[/URL] and you really need to get deep down into the engine part in order to create something customized for your needs.
[editline]9th February 2016[/editline]
[QUOTE=Buck.;49704488]Is there a non-boring way to learn C#? I want to use Unity but I have no programming experience. Please don't tell me I have to make hello world programs and read tomes for the next decade before I get any good.[/QUOTE]
Think of the best approach to learning any instrument or creative skill. Then think about what you just said.
You have two choices.:
"Jam" with Unity. Learn by doing.
Or read "how to's" and do something easy first like actually learning basic programming.
[QUOTE=Buck.;49704488]Is there a non-boring way to learn C#? I want to use Unity but I have no programming experience. Please don't tell me I have to make hello world programs and read tomes for the next decade before I get any good.[/QUOTE]
I just read the language specification at some point early on, but that's [I]probably[/I] not for everyone. (The annotated version is actually a good read though even by not-instruction-manual standards.)
I'm getting my pinkie nail removed. Typing is gonna be a bitch for a week.
[QUOTE=Icedshot;49703540]More fun with dynamic damage. As bodyparts get smacked up, I basically draw random crap all over them.
[t]https://dl.dropboxusercontent.com/u/9317774/new.PNG[/t]
[/QUOTE]
Looks super hard to code
[QUOTE=AtomiCal;49705078]
Think of the best approach to learning any instrument or creative skill. Then think about what you just said.
You have two choices.:
"Jam" with Unity. Learn by doing.
Or read "how to's" and do something easy first like actually learning basic programming.[/QUOTE]
I think I will just learn the syntax so I can at least interpret the code and then start jamming. And by jamming I mean taking bits and pieces of code on forums, asset store, and tutorials, cutting them up and Frankensteining the shit out of it until it works.
[img]http://i.imgur.com/cgf4r7a.gif[/img]
things are going pretty okay, fixed most of the collision issues, the rest can be avoided through level design
i should probably make a sprite for the ladders though
[QUOTE=proboardslol;49705442]I'm getting my pinkie nail removed. Typing is gonna be a bitch for a week.[/QUOTE]
At first I thought "how does he type with his feet" but then I realized.
[QUOTE=Buck.;49705642]I think I will just learn the syntax so I can at least interpret the code and then start jamming. And by jamming I mean taking bits and pieces of code on forums, asset store, and tutorials, cutting them up and Frankensteining the shit out of it until it works.[/QUOTE]
I'd do what I did. And I did.
Make a pong game all by myself without copypasting or frankensteining. I mean, make a paddle, then turn the paddle into a car and drive it around because I like cars.
[QUOTE=Fourier;49705493]Looks super hard to code[/QUOTE]
Burnout Paradise uses grey-scale crack propagation textures and a threshold.
If pressure's applied to a window you can see them slowly spread until it breaks.
[QUOTE=No_0ne;49705942][img]http://i.imgur.com/cgf4r7a.gif[/img][/QUOTE]
Looks nice, way to go on the progress, kinda reminds me of Rogue Legacy with the room layouts and similar monsters. Is that level procedural or hand made?
hand made
Add procedural generation, call it a roguelike, release it on Early Access as is and collect dollars.
Thanks guys btw.
I'm trying to make a map generator and I have good idea of what the process should be like but no idea how to make it into a functioning algorithm.
1. Read an image file at runtime from hard drive. The image is greyscale with only 12 levels (1 being black and 12 being white). Each pixel represents 1 unity unit in scale and each height level being 0.5 unity units high (Max height 6 units)
2. Divide the image into 8x8px chunks.
3. For each chunk count how many pixels there are of each different colour level, and how many of them are continuous block (touching the others)
4. Compare each pixel with it's neighbours to define the geometry of that pixel. I know there would have to be a lot of rules for this, but the general idea is that if the difference in levels is only 1, then the pixels should be connected by a slope, and the slope should be positioned on whatever level has more pixels in that chunk if possible. But if the difference in levels is more than 1, then there should just be a vertical cliff/wall in that place. The end product should look kinda like minecraft, but each "unit" would be half the height, and also have slopes so each different height level can be accessed without jumping.
[QUOTE=Protocol7;49706215]Add procedural generation, call it a roguelike, release it on Early Access as is and collect dollars.[/QUOTE]
ill do that on top of the planned microtransactions, double jump dlc and kickstarter
So i started working on an isometric citybuilder/rts game today,
but i've ended up spending most of my time drawing tiles for this forest here, what do you think?
[t]http://i.imgur.com/D364YTy.png[/t]
i have decided on a name for my shitty mspaint game about internet forums
[t]http://i.imgur.com/KO4V46z.png[/t]
:pcrepair: I FIXED STUFF :pcrepair:
[img]http://i.imgur.com/xwlJerl.gif[/img]
[QUOTE=Hypershadsy;49704660]This looks snazzy. Is this build engine, or your own?[/QUOTE]
It's a heavily modified Doom Engine.
Learning LU decomposition algorithm for exams.
I am sure I will never need to write my own in my lifetime.
[editline]9th February 2016[/editline]
[QUOTE=JohnnyOnFlame;49706779]:pcrepair: I FIXED STUFF :pcrepair:
[img]http://i.imgur.com/xwlJerl.gif[/img][/QUOTE]
Looks awesome, retroish.
[QUOTE=Fourier;49707084]Learning LU decomposition algorithm for exams.
I am sure I will never need to write my own in my lifetime.
[editline]9th February 2016[/editline]
Looks awesome, retroish.[/QUOTE]
It is retro, it's software rastering.
[QUOTE=JohnnyOnFlame;49707221]It is retro, it's software rastering.[/QUOTE]
Is this a little demo or for a larger project? I would love to see an F-Zero type game on this as a base
[QUOTE=chimitos;49707265]Is this a little demo or for a larger project? I would love to see an F-Zero type game on this as a base[/QUOTE]
A friend of mine was trying to implement something like that, which made me interested on it. I needed to brush off the dust off my linear algebra and general geometry/trigonometry so there's that.
I'm not sure if I want to make a full fledged game... I always try and fail due to being unable to finish anything at all. I'm nearly coming to the conclusion that all I know how to is make cool little snippets. :boxhide:
Thanks ya'll for the kind words and pixels tho.
[QUOTE=JohnnyOnFlame;49707332]A friend of mine was trying to implement something like that, which made me interested on it. I needed to brush off the dust off my linear algebra and general geometry/trigonometry so there's that.
I'm not sure if I want to make a full fledged game... I always try and fail due to being unable to finish anything at all. I'm nearly coming to the conclusion that all I know how to is make cool little snippets. :boxhide:
Thanks ya'll for the kind words and pixels tho.[/QUOTE]
Add cool objects to whiz by and make it a screensaver. I would totally use it.
[QUOTE=Jazz84;49706990]It's a heavily modified Doom Engine.[/QUOTE]
I'm gonna take a stab in the dark and say you're going off the ZDoom codebase?
I forget, this is also basically our general chat thread, right?
[url=https://github.com/electronicarts/EASTL]EA just open-sourced their implementation of the STL (for real this time, not just an old source dump)[/url].
[QUOTE=DuCT;49708224]I'm gonna take a stab in the dark and say you're going off the ZDoom codebase?[/QUOTE]
Yes but many things ripped out so I can actually sell it without getting into trouble with ZDoom, I've remade many features of ZDoom however and obviously done some things of my own.
[QUOTE=polkm;49701224]I fixed the lighting, I did infact mistakenly swap the x and y of the light position. I also added basic texturing but it looks bad at some angle and I'm not sure how to fix that.
[img]http://i.imgur.com/sP1aJbw.gif[/img][/QUOTE]
Gorgeous, but physics how?
[QUOTE=Conna;49711089]Gorgeous, but physics how?[/QUOTE]
Box2d I think? (probably not though)
afaik he wrote it himself
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