• Planimeter
    51 replies, posted
[t]http://i.imgur.com/s4IVosQ.png[/t] [B]History[/B] Planimeter is a development collective and portfolio incubator made up of friends from [url=http://www.andrewmcwatters.com/planimeter/]North America, Europe, and Zealandia.[/url] We gather up some of the best developers, designers, and musicians we know and use our group to spread our projects' outreach. We welcome and select exceptional individuals who are producing creative works to join us. Planimeter was once known as [I]Team Sandbox[/I] back when I and a few others were working on Half-Life 2: Sandbox. Since then we've tripled in size. All of our projects are generally worked on as side projects separate from work or school. [B]Projects[/B] [t]http://i.imgur.com/sQ2M9ZB.png[/t] [url]http://www.andrewmcwatters.com/vadventure/[/url] [t]http://i.imgur.com/OrPy75L.png[/t] [url]http://www.andrewmcwatters.com/grid/[/url] [url]https://github.com/Planimeter/grid-sdk[/url] [t]http://i.imgur.com/wQ8A3ym.png[/t] [url]http://www.andrewmcwatters.com/axis/[/url] [url]https://github.com/Planimeter/axis-api[/url] [t]http://i.imgur.com/5EDNzuG.png[/t] [url]http://polkm.itch.io/the-spooky-cave[/url] [B]Catalog[/B] [img]https://camo.githubusercontent.com/87cad2f51b4ad27dfe083814bbd245360752320c/687474703a2f2f686c3273622e676f6f676c65636f64652e636f6d2f66696c65732f48616c662d4c6966652532303225323053616e64626f782532305469746c652532304c6f676f253230343825323070742e706e67[/img] [url]https://github.com/Planimeter/hl2sb[/url] [url]https://github.com/Planimeter/hl2sb-src[/url] I'll be setting up camp here for a while, and posting less in WAYWO since lately there's been a bit of talk about what I share there. I'll update this post as time goes on to flesh it out with more info about the projects and what we do. [url]http://www.andrewmcwatters.com/planimeter/[/url] [url]https://github.com/Planimeter[/url]
Not trying to be some sort of 'grammar nazi', but on the [url=http://www.andrewmcwatters.com/grid/]grid page[/url], should there really be a comma behind 'fast'? It looks wrong, just not sure if it actually is. [t]http://scrnsht.me/u/3h/raw[/t] Could be you missed that after changing something
[QUOTE=Cyberuben;47950334]Not trying to be some sort of 'grammar nazi', but on the [url=http://www.andrewmcwatters.com/grid/]grid page[/url], should there really be a comma behind 'fast'? It looks wrong, just not sure if it actually is.[/QUOTE] oxford comma best
[QUOTE=Handsome Matt;47950344]oxford comma best[/QUOTE] I've seen it being done before 'and', 'or' and such, but not before an ampersand, that's why I pointed it out
[QUOTE=Cyberuben;47950334]Not trying to be some sort of 'grammar nazi', but on the [url=http://www.andrewmcwatters.com/grid/]grid page[/url], should there really be a comma behind 'fast'? It looks wrong, just not sure if it actually is. [t]http://scrnsht.me/u/3h/raw[/t] Could be you missed that after changing something[/QUOTE] Oh shoot. You're right. Thanks for the heads up! [editline]13th June 2015[/editline] [url=https://github.com/Planimeter/grid/commit/e797ec0697ca10f788ff500413564f5670b5d0b8]Boom![/url]
This will be an option in the settings but I'm not doing it until later. So vote for what you think looks nicest please so that I can use it for now. zing: top, rainbow: bottom [t]http://i.imgur.com/5uYLa5o.png[/t] bonus picture of the nexus [t]http://i.imgur.com/lp77Yvd.png[/t] <3
I was getting my car serviced yesterday. While I was waiting at the dealership, I cobbled together some really poor attempts at trying to figure out what the Tudor-styled buildings would look like in VA. I took some time to read up on architecture from the middle ages. I am not good at drawing, lol. [t]http://i.imgur.com/V1pbrK2.jpg[/t] It takes me a while to make assets because I don't have a good flow yet, so I broke it down into parts. I haven't entirely figured out if I want buildings to existing in the region space you're already in, or if you should be taken to a different region for the inside of a building. So I'm playing with the idea right now. I made a door to test that idea out. It's gonna be a separate prop, so you can act on it. Here it is next to some other assets. I wanted it to be smaller than world gates, which are suppose to look like they're towering over players. [img]http://i.imgur.com/uTdEHYV.png[/img] [img]http://i.imgur.com/OJrJIYr.png[/img] Also, magic circles! [img]http://i.imgur.com/wiOqV19.png[/img] [editline]14th June 2015[/editline] Trying to think of a good way to draw shadows. My first try is kinda ugly, and makes every surface almost seem shiny. [img]http://i.imgur.com/sqOlK6t.png[/img] [editline]14th June 2015[/editline] Could just be the angle... [img]http://i.imgur.com/OBBmbA5.png[/img]
[img]http://i.imgur.com/NqTOzQm.png[/img] Here's darker... y/n? [img]http://i.imgur.com/eqWgPAd.png[/img]
Here's the public roadmap for Vertex Adventure. It's primarily for Planimeter folks, but since our issue tracker is public now, this might interest some people. [url]https://github.com/Planimeter/vertex-adventure/issues/2[/url]
Grid v1.5.0 is out, a code drop of the recent shadow work has been provided in this new version. We've moved up a little bit to 130 stars! Neat. [url]https://github.com/Planimeter/grid-sdk[/url] [img]http://i.imgur.com/jnHk5zJ.png[/img] You can occasionally find us posting version releases on [url]http://www.reddit.com/r/gamedev/[/url] now, too. Oh, and HN: [url]https://news.ycombinator.com/item?id=9726250[/url] [img]http://i.imgur.com/Pm6VbFW.png[/img]
was playing around with those speech bubbles tonight that i had been showing about waywo for a little while. should look something like this when im done: [img]http://i.imgur.com/0ywRJFM.png[/img] [img]http://i.imgur.com/UjQuFBn.png[/img] [img]http://i.imgur.com/gSKhOzd.png[/img] [img]http://i.imgur.com/raaMWlE.png[/img] [editline]17th June 2015[/editline] had to do the initial chat hook and see if i wanted it to render in worldspace, though the answer to the latter is a big fat no it seemed like a cool idea at first, though
how much for rune scim?
wave2: 35k ea
I only got a bronze full helm and 10 body runes, that ok?
Yeah sure *swaps out rune scim for bronze one last second before accepting trade*
Doing chat variations for breakfast. [img]http://i.imgur.com/mQDtTz4.png[/img] [img]http://i.imgur.com/y54stI4.png[/img] [img]http://i.imgur.com/sDX4dEA.png[/img] obligatory lol [img]http://i.imgur.com/QmVNvRW.png[/img] [editline]20th June 2015[/editline] i kinda think they all suck
The runescape one beats all.
[QUOTE=ryankingstone;48012151]The runescape one beats all.[/QUOTE] Yeah, I was thinking about drawing up a quick custom typeface for in-game chat that kinda has a similar pixely feel.
[t]http://m.cdn.blog.hu/ge/gemeskut/image/adam2008-2/maplestory_gameplay2.jpg[/t] perfection right here
Have the bubbles as a personal customization option for the individual user. People love personalization.
matthew was saying i should bring them back, im thinking about it, but styling them instead of them being plain white with an outline and such
You should try doing it like this: [img]http://img.darkeden.com/images2012/guide/gameGuide/k-431.jpg[/img] Also, add a customizable transparency to the background. [editline]20th June 2015[/editline] The white bubbles just won't match the style of the game.
I agree. I've been playing around with colors and transparency. Also re-implementing line mode drawing for rectangles in Grid... [lua]function rectangle( mode, x, y, width, height ) if ( mode == "line" ) then x1 = x - 0.5 y1 = y + _lineWidth / 2 x2 = x + width - 0.5 - _lineWidth / 2 y2 = y + _lineWidth / 2 x3 = x + width - 0.5 - _lineWidth / 2 y3 = y + height - 0.5 - _lineWidth / 2 x4 = x - 0.5 + _lineWidth / 2 y4 = y + height - 0.5 - _lineWidth / 2 x5 = x - 0.5 + _lineWidth / 2 y5 = y - 0.5 + _lineWidth line( x1, y1, x2, y2, x3, y3, x4, y4, x5, y5 ) else graphics.rectangle( mode, x, y, width, height ) end end [/lua] [editline]20th June 2015[/editline] [img]http://i.imgur.com/LXlyC7B.png[/img]
so is this pronounced plan-ih-meeter or plannimmitter? [editline]20th June 2015[/editline] it's a serious question. thermometer is pernounced ther[B]mah[/B]mitter but centimeter is pronounced sentih[B]mee[/B]ter
[QUOTE=PelPix123;48013405]so is this pronounced plan-ih-meeter or plannimmitter? [editline]20th June 2015[/editline] it's a serious question. thermometer is pernounced ther[B]mah[/B]mitter but centimeter is pronounced sentih[B]mee[/B]ter[/QUOTE] i've pronounced it "play-ni-meh-ter", "play-nim-i-ter", "pluh-ni-mih-ter", and every variation in-between i usually pronounce it "pluh-nim-i-ter" [editline]20th June 2015[/editline] It's funny because you can't really get a solid answer for this anywhere, either, and I think it varies greatly due to American and English stresses. [url]http://www.merriam-webster.com/dictionary/planimeter[/url] [url]http://dictionary.reference.com/browse/planimeter[/url] [editline]20th June 2015[/editline] This isn't working out... [img]http://i.imgur.com/gvXjUHd.png[/img]
[img]http://i.imgur.com/YVSCHPn.png[/img] [editline]20th June 2015[/editline] Hmm, I think it's clear that I actually do need a pixel typeface. That mesh between the styles looks weird. And the cobblestones seem a bit sloppy.
I really hope VA will be stuffed with RS references. Else I'll be very disappoint.
Yeah, and Facepunch references. :) I've been working on asset stuff all day and I think I need to reevaluate how my workflow works. I updated Grid to recreate region spritebatches when a tileset is live reloaded. The engine will detect my changes from Photoshop, and I can edit the regions in Tiled without having to reopen the game. I found that part of the process really fun. I changed or added tile designs, updated the region, and saw changes immediately. I'm trying to move at a faster pace than I usually do. This sped up my workflow. [lua]if ( _CLIENT ) then function region.reloadSpriteBatches( filename ) if ( not string.find( filename, "images/tilesets/" ) ) then return end for _, region in ipairs( region.regions ) do for _, regionlayer in ipairs( region:getLayers() ) do if ( regionlayer:getType() == "tilelayer" ) then print( "Reloaded spritebatch for " .. tostring( regionlayer ) ) regionlayer:createSpriteBatch() end end end end hook.set( "client", region.reloadSpriteBatches, "onReloadImage", "reloadSpriteBatches") end [/lua] I'm kinda stubborn: I want to use tiles, but I don't want the game to look overly tiled. So I'm going back to the drawing board and studying some games that do rely on a tile workflow, and not a scene workflow. I'm sort of trying to force a scene workflow into a tile-based game and I'm doing a bad job of it. It's quickly making assets look poorly done. [img]http://i.imgur.com/SxF1Xhl.png[/img] So I'm going to take some time to recreate some base assets and try and expand the map as much as possible. I'm pretty overdue for this, but it takes me a while to build up the courage to try to do more, and try to be quicker.
oh well... anyone gonna keep this updated? All the projects here are kinda interesting.
I will be maintaining the thread. Can't promise to post as many updates, but will happily answer questions. Edit: We're planning a dev-blog at some point, which would make this thread redundant.
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