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877689 Posts in 32880 Topics- by 24316 Members - Latest Member: CosmiteGames

May 20, 2013, 08:05:53 AM
TIGSource ForumsDeveloperFeedbackBlockscape (now with multiplayer)
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Author Topic: Blockscape (now with multiplayer)  (Read 9802 times)
jensb
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« Reply #15 on: February 19, 2012, 07:36:01 AM »

jensb
Nice game! I like it.
But what difference between demo and purchased game?

Thank you! Glad you like it!

You can't save in the demo.

best regards
Jens
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John2s
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« Reply #16 on: February 19, 2012, 09:30:29 AM »

jensb
Nice game! I like it.
But what difference between demo and purchased game?

Thank you! Glad you like it!

You can't save in the demo.

best regards
Jens
Ah, ok.

One more thing, how to change size of blocks?
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jensb
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« Reply #17 on: February 19, 2012, 10:46:26 AM »

One more thing, how to change size of blocks?

It is the +/- on the numerical keyboard.

best regards
Jens


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Caran Elmoth
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« Reply #18 on: February 20, 2012, 05:22:22 AM »

Ok, I have played the demo and let me say that, having worked with voxels myself, I can see the extent of your effort: this is a great looking rendering of a voxel field! Beer!

That said, I add my voice to the chorus: this definitely needs some texture work and some good fixes on the collisions and camera management.

Also, the geometry popping at the start of a game is quite annoying: on my core duo laptop with hybrid SLI, after generating all the geometry the game still runs smooth, so I think you can optimize this to show less popping.

I'm keeping an eye on this! Blink
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stevesan
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« Reply #19 on: February 20, 2012, 09:11:16 AM »

Good job bro! I'll definitely be keeping an eye on this one.
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stevesan
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« Reply #20 on: February 20, 2012, 11:48:21 AM »

Yo dude I just installed (there was a huge stall at the end of the install process..?), and tried to run it, but it crashed immediately. I'm on Win7 64-bit. Lemme know if you want me to send any crash logs, etc.
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jensb
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« Reply #21 on: February 20, 2012, 01:40:34 PM »

Ok, I have played the demo and let me say that, having worked with voxels myself, I can see the extent of your effort: this is a great looking rendering of a voxel field! Beer!

Thank you!

That said, I add my voice to the chorus: this definitely needs some texture work and some good fixes on the collisions and camera management.

The textures are a result of balancing performance vs quality. Maybe there will be a HD texture pack later on.

I will fix the camera and collision handling.


Also, the geometry popping at the start of a game is quite annoying: on my core duo laptop with hybrid SLI, after generating all the geometry the game still runs smooth, so I think you can optimize this to show less popping.

Is it just visually annoying or is it causing stall as well?

Thanks for the feedback!
Jens
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jensb
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« Reply #22 on: February 20, 2012, 01:41:34 PM »

Yo dude I just installed (there was a huge stall at the end of the install process..?), and tried to run it, but it crashed immediately. I'm on Win7 64-bit. Lemme know if you want me to send any crash logs, etc.

Did you get to the login dialog?

best regards
Jens
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stevesan
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« Reply #23 on: February 20, 2012, 03:30:38 PM »

Yes I did.
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jensb
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« Reply #24 on: February 21, 2012, 05:45:10 AM »

Yes I did.

Ok. Can you verify that you have

http://msdn.microsoft.com/en-us/netframework/aa569263.aspx

and

http://www.microsoft.com/download/en/details.aspx?id=20914

installed?

They are installed if needed when you run the Blockscape Setup but something in your configuration may have blocked them.

best regards
Jens
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Xecutor
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« Reply #25 on: February 22, 2012, 07:18:11 AM »

Looks nice. Works fast on my PC. (Core2Duo E6850 3Ghz, GeForce GTS 250, Win7 32bit, 1080p monitor).
A few comments.
1) When deleting blocks I can see sky/water for a few moments. Sometimes parts of remote mountains/caves. Looks odd.

Yes, I have not really figured out how to fix this yet without making the world rebuild too slow. The world data is stored in a kind of flexible octree data structure and this happens when you delete something near the edge of a node. 
Mb deleted block can remain in it's place for a little while?
i.e. Delete it from world and draw as separate object a few moments.
Mb with some special effect.
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jensb
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« Reply #26 on: February 23, 2012, 12:07:13 AM »

Looks nice. Works fast on my PC. (Core2Duo E6850 3Ghz, GeForce GTS 250, Win7 32bit, 1080p monitor).
A few comments.
1) When deleting blocks I can see sky/water for a few moments. Sometimes parts of remote mountains/caves. Looks odd.

Yes, I have not really figured out how to fix this yet without making the world rebuild too slow. The world data is stored in a kind of flexible octree data structure and this happens when you delete something near the edge of a node. 
Mb deleted block can remain in it's place for a little while?
i.e. Delete it from world and draw as separate object a few moments.
Mb with some special effect.

Yeah, I think the second option is the way to go: Draw some temporary surfaces to hide the glitch until the world rebuild is ready. I will do some test.

Thank you for the feedback!
Jens

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thelightguy
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« Reply #27 on: February 24, 2012, 10:21:01 AM »

Very nice. I found this game through a discussion thread on Something Awful (here) and I like it so far.

Something that was brought up in that thread is that all these voxel games tend to follow a very natural motif.  What about something more digital or artificial, at least as an option.  Sort of a Tron:Legacy style theme to the game, with a world of digital skyscrapers, glassy, cubic surfaces, et cetera.  I think it would fit well with this particular engine especially.

But anyway, just wanted to chime in with great work, and I can't wait to see what you do with it.
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rek
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« Reply #28 on: February 24, 2012, 11:34:22 AM »

Something that was brought up in that thread is that all these voxel games tend to follow a very natural motif.  What about something more digital or artificial, at least as an option.  Sort of a Tron:Legacy style theme to the game, with a world of digital skyscrapers, glassy, cubic surfaces, et cetera.  I think it would fit well with this particular engine especially.

Love this idea. There aren't nearly enough sci-fi games that aren't primarily about action/fighting/exploding.
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jensb
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« Reply #29 on: February 25, 2012, 01:13:42 PM »

Very nice. I found this game through a discussion thread on Something Awful (here) and I like it so far.

Something that was brought up in that thread is that all these voxel games tend to follow a very natural motif.  What about something more digital or artificial, at least as an option.  Sort of a Tron:Legacy style theme to the game, with a world of digital skyscrapers, glassy, cubic surfaces, et cetera.  I think it would fit well with this particular engine especially.

But anyway, just wanted to chime in with great work, and I can't wait to see what you do with it.

Thank you! I'm glad you like it.

I really want to stay away from a specific theme or time period. I love Dungeon and Dragons but I'm also a hardcore fan of science fiction. In my game I want the player to decide as much as possible. Let's see how this turns out.

best regards
Jens


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