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Pages: 1 ... 3 4 [5]
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81
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Player / General / Re: This retro pixel-art hegemony has to stop!
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on: June 26, 2012, 12:15:18 PM
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Jesus christ, why you're such an ignorant? If the developer himself says in his own FAQ that the big thing will be VERTICAL (MAMIA MIA BELISSIMO!!!!!) SCROLLING and other cool features then seriously, how can you believe any of this and get hyped?
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83
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Player / General / Re: This retro pixel-art hegemony has to stop!
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on: June 26, 2012, 11:51:58 AM
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Squad thing don't really need 'us' either, lol. It's not like they need money for assets, hiring professionals or anything, since this guy holds a team. Hobbies anyone? Their game is pretty much done. I'd rather donate money to ambicious promising project that needs cash for servers and real development. How many monkeys you need to code boring standard pixel platformer?
@ And to a guy from page before - I talked about Fez in particular and I said it has neat style. I really like it, apart from Phil and his bullshit appearance in Indie Movie.
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84
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Player / General / Re: This retro pixel-art hegemony has to stop!
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on: June 26, 2012, 09:43:50 AM
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I think non-retro visuals can be equally or even more bland an uninspired, so I don't mind retro looking games at all.
Yeah, but most people still almost piss themselves seeing 'cute' poorly-made pixelart. This forum is the best example I can give.
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86
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Developer / Technical / FMODex pitch shifting with DSP filter
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on: April 10, 2012, 03:55:58 AM
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I'm having problems with pitch shifting in fmod. I can do it with channel::setfrequency but I need to use it on larger sfx and thus need accuracy [no tempo changes] with DSP. However I seem to fail to apply the filter. FMOD::DSP* dsp; result = m_soundSystem->createDSPByType(FMOD_DSP_TYPE_PITCHSHIFT, &dsp); dsp->setParameter(0, 2.0f); result = m_soundChannels[i]->addDSP(dsp, 0); nothing's happening there. this code is in my custom play function and is executed right before I play sound (I load with pause on true and then do the changes). Both functions dont throw any error into result variable. What's wrong then? :S
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88
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Developer / Technical / What pros do to protect their assets? C++
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on: February 19, 2012, 06:10:03 AM
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At least from regular users. I believe popular option is compression of all assets into some sort of data archive. Do you guys know any libs for that? How about password-proof archives? Could that work out? Any ideas and other comments?
Thanks
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90
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Community / DevLogs / Re: THE BIRTCH (Celtic Platform Slasher)
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on: December 03, 2011, 02:07:00 PM
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DAY #14 - CODEFIELD- Game project finally started!
- Basic entities code
- Collisions with skeletons
- Colliding events and interactions between entities
Unfortunately my coding day turned out to be fail as I had concert today and had to spend some time on last rehearsals as well as wasting few hours to get new clothes (gotta suit up for those things). Spare time came around 9pm and I couldn't even use to its fullest extent - cant stay up that long because tomorrow is busy day again from the very early morning :< And I'm freaking tired anyway. So after all I sat for that one hour to get basic engine capabilities done and to keep up consistency.
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91
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Community / DevLogs / Re: THE BIRTCH (Celtic Platform Slasher)
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on: December 01, 2011, 01:59:14 PM
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DAY #12 - CODEFIELD- Added bones list in animation tab
- Tweaked rotating to be more intuitive as ANtY gave me some feedback
Not much today, but hopefully I'll have more time to code in next couple of days. Would be great to finally rest from editor and focus on game engine...
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93
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Community / DevLogs / Re: THE BIRTCH (Celtic Platform Slasher)
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on: November 29, 2011, 01:12:04 PM
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DAY #10 - CODEFIELD- Loading animations done!
- Saving animation also done!
Yeah, not that much today but my schedule is quite tight lately and I was really busy in past two days... To make things worse my mouse semi works at the moment. Right button seems totally broken and left button reacts to 1/20 of my clicks (good luck coding with that). I ordered new one yesterday but unfortunately I'm still waiting for the delivery. Hope to get this crap solved as soon as possible.
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94
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Community / DevLogs / Re: THE BIRTCH (Celtic Platform Slasher)
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on: November 27, 2011, 01:50:42 PM
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DAY #8 - CODEFIELD- Animation editing is finally done!
- Tweaked the way skeleton is rendered
- Rewrote huge chunk of anims handling and transformations code
I could probably name more aspects that I covered in last two days of my work but hey - what's the point? Essential part is that I can finally edit animation with all the rotating that works smoothly and interpolates the way it is supposed to. I'll code saving tomorrow and then start to work on game engine itself. FINALLY. Below little teaser from the editor (I know there was supposed to be vid but this thing is still kinda raw) @PompiPompiYes, we'll use for him (and other characters) our skeletal animation system.
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95
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Community / DevLogs / Re: THE BIRTCH (Celtic Platform Slasher)
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on: November 25, 2011, 01:41:58 PM
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DAY #6 - CODEFIELD- Implemented changing position in animations
- Added keyframes and interpolation between nearest two
- You can set up additional keyframes by just changing 'keyframe' frame
- Added preview of animation with framerate change option
- Started putting rotating code, although it is still buggy (I had hopes for it to get done today, but after 2 hours I'm still running into ridiculous shit)
I won't post any new screens as this will be pretty much the same, so what i'm gonna do is upload video probably next codefield update and show you guys (hopefully fully working) editor and its cool features. For now I still have tons of bugs to track and have to dig into XML code and implement loading/saving and that is painful 
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96
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Community / DevLogs / Re: LUCE CRUENTA (Celtic Platform Slasher)
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on: November 23, 2011, 02:22:54 PM
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DAY #4 - CODEFIELD - Fixed tons of bugs!
- Added skeleton saving into XML file as well as loading it up
- Fixed CRAPLOAD of bugs :<
- Picked up some work on animations
- New game name! The Birtch
So I've started some work on animation tab in our editor today and came across good idea with ANtY. We'll put down a timeline that will represent frames that you can click. If it will be new frame it will be marked keyframe and all frames before that one will be marked as "normal". What that means if you edit the keyframe editor will automatically edit other normal frames between next keys and create interpolated path to that frame's transformation. Pretty cool, huh? Of course you can add keyframes anywhere you want - just eddit the 'normal' one and it will become new standalone keyframe.  @davidpHmm... We'll consider releasing it to certain people on certain terms if they're interested. Stay tuned for news! Thanks for feedback by the way, really appreciate it!
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97
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Community / DevLogs / Re: LUCE CRUENTA (Celtic Platform Slasher)
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on: November 21, 2011, 11:10:47 AM
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DAY #2 - CODEFIELDSpent few hours on editor today. Basic skeleton operations work and that means setting up relations, offsets, origins and draw order. Tomorrow shall come animations. Or I should say editing, because core is already written and I can even load one from XML file (if I would care to manually write it :<). Sprite not related  
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98
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Community / DevLogs / THE BIRTCH (Celtic Platform Slasher)
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on: November 20, 2011, 01:47:55 PM
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PLATFORM | SLASHER | FUCKEM 'UP | MYTHOLOGICAL Whaddup guys. You probably don't know me (how dare you  ) but you should since awesome game is about to faceroll the industry. Or at least that's the plan. What is this project? So I was playing around with skeletal animation and suddenly felt like doing slasher. I contacted ANtY that is more recognized on this forum and we've hooked up to do one. The idea is to create it fast for the techdemo version with few levels and then think more and see how can it evolve. More about game please?Sure. Player will control a badass Celtic warrior and smash his way through waves of barbarians in order to defend his village and destroy theirs. Satisfaction from literally obliterating your enemies as well as mythological, mysterious world will help you to 'feel' the game. Features aka cut the crap- Interesting and intriguing world that will blend prehistoric landscape and our abstraction
- Blood
- Damn satisfying fights
- Blood
- Feeling awesome
TechC# XNA Updates?ANtY should come by here soon and post some mockups to give you guys better look. Apart from that we've decided to update this thread daily by giving details about tech stuff and art work in turns. So one day there will be news from codefield and the other ANtY will show off with his cool drawings. Stay tuned!
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99
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: April 26, 2011, 04:30:18 AM
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Hi guys! My name is Max (18 yrs old) and I am from Poland. Game coding/creating games is my hobby I do in my free time, although I hope I can hop into industry one day. As I said before, I do mostly coding - which means my main interest is programming in C++/C#. I'm looking forward to share my work with you guys here and share opinions about either mine or yours projects.
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