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998421 Posts in 39156 Topics- by 30569 Members - Latest Member: NisshokuZK

April 19, 2014, 09:03:06 AM
TIGSource ForumsFeedbackDevLogsG-Force Fighter(s) - An Action 52 Remake
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Author Topic: G-Force Fighter(s) - An Action 52 Remake  (Read 2243 times)
SF
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« Reply #15 on: March 15, 2013, 05:18:19 PM »

So this is hilarious; I now have a reliable way to procedurally generate textures based off of sprite rips from the Action 52 environments.

Here's one of their ugly orange tiles:



I wanted an excuse to test out my trial version of Allegorithmic's Bitmap2Material, so I put a couple of giant planes up and tried to test the limits of what it could do with a 32x32 square as a source diffuse.

Some specular tweaks, creative applications of ambient occlusion, and heightmap generation (among other things) later, and suddenly I've gone from this:



To this:



Without drawing a single pixel by hand.
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deathtotheweird
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« Reply #16 on: March 15, 2013, 06:04:37 PM »

in the future you should put the files on dropbox (100% free), so you can directly link the html file and people can play. pretty pointless to do it any other way.

the background looks nice but those textures don't look much improved. also having the ship one single color isn't doing you any favors in the visual department either.

don't mean to be harsh, just some thoughts.
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SF
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« Reply #17 on: March 15, 2013, 06:53:15 PM »

in the future you should put the files on dropbox (100% free), so you can directly link the html file and people can play. pretty pointless to do it any other way.

the background looks nice but those textures don't look much improved. also having the ship one single color isn't doing you any favors in the visual department either.

don't mean to be harsh, just some thoughts.

Not harsh, it's helpful. I'm nowhere near done on the visuals and I don't plan to polish them until most of the gameplay is nailed down. This is just looking for cool tech to use.

I didn't know you could hotlink on Dropbox and have it work. I'll try that, thanks.
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SF
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« Reply #18 on: March 15, 2013, 07:00:19 PM »

So I'm having fun playing with grunge maps. They are allowing me to add some tarnished metal variety to the yellow matrices for one:



But much more interesting than that is the ability to use them subtractively.

Behold the ravages of age:















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« Reply #19 on: March 15, 2013, 07:39:16 PM »

http://dl.dropbox.com/u/150625162/G-Force%20Demos/Stunt%20example.html

^^^^^^^^

Working webplayer movement demo. Thanks allen!
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« Reply #20 on: March 15, 2013, 08:48:46 PM »

So I tried blowing up a single tile to higher res to avoid filtering artifacts:



Here's the diffuse layer of the material I ended up with after a few tweaks:



I think as far as endless featureless tunnels made of ugly abstract colours go, it ends up looking pretty convincing:



At the risk of losing some of the Action 52 recognizability, the diffuse contrast can be lowered for more of a derelict space station feel:



Keep in mind the game isn't going to be from a side view and this stuff will be whizzing by you quite fast.
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SF
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« Reply #21 on: March 15, 2013, 09:49:29 PM »

So we've got this pointless mesh of pink and orange:



I tried making a single tron-ish texture out of the orange and pink matrices together and it looked amusing but not worth keeping. I decided the best avenue would be to try and rationalize the environment as a bunch of free floating orange cubes arcing pink electricity and/or laser security grids between them (lasers are secure, I've never seen one broken into).

I extracted and blew up the tile:



Apparently getting their offset right was too much effort.

That got me thinking as to how to use that asymmetry as part of the effect.

Some randomized splat tiling, multi-layer grunge maps, and shape recognition tweaks later, and we've got an alien puzzle cube:

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deathtotheweird
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« Reply #22 on: March 16, 2013, 12:35:32 AM »

I like that last look for the textures, it looks much better now.
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« Reply #23 on: March 16, 2013, 07:44:09 AM »

what is your plan for the important part
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SF
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« Reply #24 on: March 16, 2013, 11:51:53 AM »

I like that last look for the textures, it looks much better now.

Thanks! I'm suspecting that I post some of this stuff too early, because I get excited about all the possibilities (because I know what I'm thinking I'll do with it) while everyone else is just seeing some marshmallowy blobs of red and orange. Oh well, maybe being shown how everything is iterative and starts by looking like crap will help some other new people out.

I am becoming increasingly amused by the idea of a pink spaceship powered by sparkles flying through gritty brown Quake-like textures. I think I'll roll with this style, at least for some of the sprite-derived levels.

what is your plan for the important part

I'm guessing you mean gameplay? I haven't been talking about that as much yet because;

  • None of my current gameplay experiments have made for meaningful screenshots or demos
  • The viability of the technology I have in mind for the level/enemy generation will directly affect what I can do with gameplay
  • My available time is coming in short bursts at the moment, making it easier/more fun to work on little graphical features right now

I also don't believe in committing to gameplay mechanics until I can show myself a practical demonstration that they're actually fun. My current broad idea though is this: A survival-oriented projectile hell "shooter" where you yourself are unarmed. You have to use stunt-like movement to evade attacks, and can generate a gravity field of some kind around your ship. The gravity field can suck enemy pieces/projectiles into orbit around you. This creates a shield you can use to ram enemies, protect yourself from shots, or slingshot junk at targets.

I'm currently planning to extend the joke of things being based directly on Action 52 sprites by making the enemies out of voxels, and generating their shapes from sprite rips (I'll have to draw alternate views of most of them). Destroying an enemy will shatter them into their component voxels which can be used as more shield junk.

The voxels will be billboarded particles rather than "Minecraft cubes" so I'm hoping this means I can get away with a huge number of them on screen.
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« Reply #25 on: March 17, 2013, 10:58:51 AM »

I bought Bitmap2Material so I couldn't resist playing with it a bit more.

Next stop was these weird silver pipe things:





I did some reading and have a better understanding now of how to use normals and specularity from an artistic standpoint. Some tweaks later and I ended up with this:



Of course their crappy sprites only tile in one dimension, so I opened up Pixen and edited the top and bottom strips together by hand, plus some new material:



I started out by trying to preserve the lighting direction but quickly realized I didn't care.

Applied to the playing field, and with an additional heightmap, it looks like this:



This looks good from the side but repeats way too distractingly when travelling down the middle:



I applied the max-precision offset tiling algorithm to both dimensions, which not only solved the problem but added a lot of cool visual intricacy:



It's getting all System Shock up in this bitch.

« Last Edit: March 17, 2013, 03:08:47 PM by SF » Logged

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« Reply #26 on: March 17, 2013, 09:00:35 PM »

Got a basic gravity shield going, started to have misgivings about my original mechanics ideas, glad I prototyped them before committing, considering side-view gameplay after all.
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Leon Fook
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« Reply #27 on: March 18, 2013, 12:18:46 AM »

make it into stairfax! Anyway the graphic is very freaking sweet on this one, too bad you haven't actually start making the game yet(i mean gameplay).

Question for the movement tech demo, are there no other normal movement other than barrel roll and whatever-up-down-roll? Did you try using mouse movement?
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« Reply #28 on: March 18, 2013, 03:30:00 PM »

make it into stairfax! Anyway the graphic is very freaking sweet on this one, too bad you haven't actually start making the game yet(i mean gameplay).

Thanks! I have been working on the gameplay, just not posting much about it. I'm hoping to have something worth showing by the end of the week.

Question for the movement tech demo, are there no other normal movement other than barrel roll and whatever-up-down-roll? Did you try using mouse movement?

I'm not using the mouse since the game jam rules dictated only arrow keys and two buttons. I had wanted for a long time to experiment with a game where the "advanced" movement is the "normal" movement for that matter.
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« Reply #29 on: March 18, 2013, 09:11:58 PM »

I've added a perspective shifting system. Think Sonic Generations/Colours and their ability to instantly switch between 2d and 3d gameplay:







Different perspectives will have completely different enemy types and slightly different gameplay concerns. I've rigged up the movement system to handle this all gracefully.

Click here to try it yourself! Arrow keys to dodge, P to switch perspectives.
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