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1212495 Posts in 52629 Topics- by 43413 Members - Latest Member: gabev

May 06, 2016, 01:19:55 am

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21  Feedback / DevLogs / Mages'n'Peasants [RTS sidescroller] on: March 08, 2016, 05:13:01 am
MAGES'N'PEASANTS

It's a 2d sidescroller strategy game with randomly generated maps. Player gets to build a settlement, where the villagers and the builders are peasants, and the fire power are wizards, who use spells that vary with the statue you chose for your settlement (eg. a fire statue gives your mages spells related to fire). You get to upgrade your statue over the course of a game, to have better spells available to your wizards, thus wreck havock and dominate your adversaries.

Your enemies are other settlements, with different statues - thus different spells.

To better outline the idea, here is some stuff that's expected to be implemented:
  • Explore the world - Explore the world as you try to dominate your foes. There will be lots of interesting stuff like caves, different biomes, and tough enemies that you have to cross to get to other settlements!
  • Unlock statues - Each won game will bring you gold, which you can spend on unlocking different statues (thus spells)!
  • Randomly generated maps - Every game is randomly generated, so you can keep playing till you're 90!
  • Train the toughest of mages - Once your settlement grows, you will get to recruit some real badass wizards to help you beat other settlements into a meat pulp!
  • Make allies! - You don't have to beat the crap out of every settlement out there (althrough that would be nice). By ways of magic, you will be able to befriend other settlements to help you conquer!
  • Gather resources - Make your peasants gather resources needed to recruit the strongest mages!

Old Media (newer media in newer posts)




I'm using Unity, and I'm both doing both pixelart and programming myself.

GET IN TOUCH

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22  Developer / Technical / Re: Is Clickteam Fusion 2.5 viable? on: December 31, 2015, 05:09:32 am
Can you make games with it? Yes

Can they be entertaining? Yes

Should you use that tool? That's up to you. Personally, I think that there are a lot of variables, but here are some most usual configurations:

You can do programming (or are willing to learn) and want to make a game for desktops / mobiles: any programming language + relevant libs / Unity / Unreal (depends on your game and your skills)

You can't do programming and want to make a game for desktops: game maker, construct 2, rpg makers, clickteam products - whatever works for you.

You can't do programming and want to make a game for mobiles: your best option would be to learn programming, because exporters for mobile platforms with tools such as the ones mentioned above, are very expensive. To the point I'd call them a ripoff.
23  Developer / Technical / Re: Beautiful fails. on: December 14, 2015, 10:15:41 am
Boekfpkespsgeok

http://i.imgur.com/WkmwWtx.webm
24  Developer / Technical / Re: [NETWORKING] Lag compensation? on: November 27, 2015, 05:50:46 am
You're right, it seems to be possible to do it this way.

And if the projectile is to change a player's position once it hits, then I'll just resimulate the hit player since the frame he's been hit.

I'll have to give it a go.
25  Developer / Technical / Re: [NETWORKING] Lag compensation? on: November 27, 2015, 03:17:11 am
So, I think I figured out how do they do it in Jedi Academy (or it's a hint, atleast).

From what I see in their code, they try to check what the player is aiming at by calculating scores (an enemy with a lightsaber out will have a higher score than one who does not, but the most important factor is how much infront of the player that entity is), then rotate the player to aim at that thing on the server side.

What this basically does is that when you aim at somebody on the client-side, the server figures out what are you trying at, even though in reality you're most likely not aiming at them (because they've already moved), so on the server side you're aiming, for example, next to somebody. The server figures that out, and snaps your rotation, so that when you shoot, you will actually at the place the enemy is on the server.

Atleast that's how it looks like up till now. Same for lightsabers.
26  Developer / Technical / Re: [NETWORKING] Lag compensation? on: November 26, 2015, 03:11:35 pm
Hmph. Judging from their source code (been browsing it all day), all I can see is them shooting a projectile at the exact same position player shot it from. But so far I haven't seen ANY lag compensation in their code, yet when I tested it today, it definitely is in game.

If anybody is able to find it, hats off.

https://github.com/JACoders/OpenJK

It's mostly code/game/g_active, and then files that contain functions used by this file.
Honestly though, it's not easy to figure their code out.

So, aside from the "mystical" way they seem to do it, the only option is resimulating a significant part of the world, which I'm kind of afraid of. There's got to be a clever way to go about doing this.

I'll have to think...

Meanwhile, I'm open for any input.
27  Developer / Technical / Re: [NETWORKING] Lag compensation? on: November 26, 2015, 02:15:38 pm
Sure I did, but it doesn't account for any of my issues.
28  Developer / Technical / [NETWORKING] Lag compensation? on: November 26, 2015, 10:43:41 am
Hey there.

So lately I've been working on a multiplayer game, where the fighting system is technically similar to two games I'm aware of: Jedi Academy and Mount & Blade Warband.
The first one is running on Quake III's engine, so I've tried to replicate how they do networking with mediocre success.

Namely, I managed to have the server & the client run the exact same simulation, and there's usually no more prediction error on the client side. But now there's another problem I need to wrap my head around, which is lag compensation.

In my game, you can shoot a projectile, that will travel, say, 5 times as fast as a person could run, which basically means it's not like shooting a gun - the hit is not instantaneous, so I cannot have lag compensation the way Valve does - simply moving the players back to the time the gun was fired at, then check for hit, then move them back.

So for example, if a player shoots a projectile at sequence/serverTime number 14, aiming just at his target, the server will get that information at, for example, serverTime number 20 (assuming the client is lagged this much).

What does the server do then? If it fires the projectile at that moment, it'll long miss it's target. Move the players back in time to the command execution time and then run 20-14=6 world simulations, just to make up for the lost time?

Quake III somehow handles this, but I'm not exactly sure how.

Also, pretty much the same applies to throwing a punch/slashing a sword, if I'm not mistaken.


Or perhaps I am wrong, and Quake III engine doesn't lag compensate at all? Though while playing Jedi Academy multiplayer I could always, as far as I recall, hit my targets with my blaster bullets.


Anyone here that has the answers?
29  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: September 30, 2015, 11:23:55 am
There is just too much magic and technical innovation here Apoplectic


By the way you've been working on this game for almost 1 and a half year now (including the break). I admire your dedication.
30  Developer / Technical / autodesk stingray - game engine from adobe on: August 03, 2015, 07:22:05 am
Adobe has revealed their own game engine that is to compete with Unity, Unreal and CryEngine. ( Apparently it's their earlier "BitSquid" engine evolved, or simply with a changed name. Here's their blog: http://bitsquid.blogspot.co.uk/ )

http://stingrayengine.com/

* Code in LUA or use visual scripting
* Crossplatform
* $30 / month = access to the engine & maya LT

Well they sure will have a hard time competing with the others.
31  Developer / Technical / Re: How do I juice up my games? on: July 16, 2015, 08:45:37 am
Use easeInBounce / easeOutBounce / easeInOutBounce
32  Developer / Technical / Re: How do I juice up my games? on: July 16, 2015, 08:12:21 am
Define easing functions. Here you can find them already implemented in many different programming languages: http://robertpenner.com/easing/

Then use these functions to get desired easing effect. For example:

Code:
player.y = easeInOutCubic(startTime - currTime, beginY, endY - beginY, duration)

Here you can preview each effect a function brings: http://gizma.com/easing/
33  Feedback / DevLogs / Re: Lightfield[wt] - 2d platform game about movement, energy and artistic expression on: July 07, 2015, 10:30:07 pm
Damn, this looks fantastic.
34  Developer / Technical / Re: The happy programmer room on: June 11, 2015, 08:51:10 am
QUESTION NUMBER ONE

What's wrong with GIT for you?

QUESTION NUMBER TWO

What did you switch to?
35  Developer / Technical / Re: How do people feel about AutoHotKey? on: June 01, 2015, 11:57:14 pm
I've made a training bot for one BYOND game (this one, it's still doing quite well), where after starting the bot, it would keep using skills to train them, and whenever the bot saw that my character's chakra (which is used upon each skill being cast) is running out, it would charge it by holding the Z key from the "chakra reservoir". Once that's done, it would repeat the pattern until there's no chakra left either on the character itself or in character's reservoir. Then the bot would start resting on a bed (by simulating mouse click - the mouse was over the relevant button, and the character was laying in bed all the time), until both of them were recharged. Then start again.

Though I don't know why I chose to monitor chakra by reading pixels from the screen Tongue
36  Developer / Creative / Re: Game Dev Collaboration Site Launched! on: May 29, 2015, 05:57:37 am
I like the idea, but the website design is pretty bad as of now, from my point of view. The thing that looks very bad is the "control panel", I think. There are those 7 blue buttons that do the exact same thing as the ones on the top of the page, and that's distracting. Additionally (I'm nit-picking here), the "log in" & "sign up" text-buttons are very small and don't react to mouse hover (you'd expect them to react in this day and age Tongue)

I feel that "On the forums" & "Member Statistics" should be below projects, since it's just additional info.

The registration form feels too loose (I don't think it's a good thing to have Profile Details next to Account details, when Profile Details spans much farther than the former). Perhaps you should scrap the non-essential forms like "LinkedIn URL", "Portfolio URL", "Tox ID", "Skype ID". The "Please share any prior experience:" text is lower than it should be.

The "This field can be seen by: Everyone Change" - "change" doesn't look like a button, it's just a regular text. Perhaps give it some gray rounded-rect highlight?


I suppose the design is a WIP anyway, though.

@EDIT
Also, pleasee ditch the white text-shadow on member information text, because it makes it look like JPEG compressed image.


TL;DR the idea is nice, but the website drives me away, because it's supposed to look professional, but it doesn't.
37  Developer / Technical / Re: POLYCODE (2D and 3D engine) on: May 29, 2015, 05:24:14 am
I'm feeling obligated to announce this here, since Ivan probably forgot (and I don't blame him Tongue).


rejoice brothers, for the prophecy had been fulfilled!
POLYCODE BINARIES ARE OUT


Get them while they're hot! http://polycode.org/
38  Developer / Technical / Re: Found a nice trick to do 'Vec4 a = b.xxyy' in C (and maybe other languages) on: May 26, 2015, 09:07:57 am
Half an hour? Should've just written a python script Tongue
39  Developer / Technical / Re: Found a nice trick to do 'Vec4 a = b.xxyy' in C (and maybe other languages) on: May 26, 2015, 07:48:29 am
Or just predefine 340 functions if you care about having such a feature so much. Panda

Technically, it's even more efficient than one function in this case.
40  Developer / Technical / Re: Chris makes game engines - the thread on: May 14, 2015, 12:42:08 pm
Because when intellisense gives you a list of member variables, you can tell which ones to access and which ones not to access without having to look at and memorize the icons (which vary between IDEs). Besides that, it's mostly convenience and the code is more clear for somebody who reads your class, and isn't familiar with your class' variables.
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