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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:17:02 PM

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1  Community / DevLogs / Re: RogueWorld on: February 06, 2022, 09:27:43 PM


Still chuggin
2  Community / DevLogs / Re: RogueWorld on: August 10, 2018, 07:51:35 PM
Still coming along nicely!  Gentleman
[GIFS]


3  Community / DevLogs / Re: RogueWorld on: June 18, 2018, 03:09:38 PM
Thanks guys! I don't have videos of the game yet, just gifs on here and twitter.
https://twitter.com/OctopusTophat
4  Community / DevLogs / Re: RogueWorld on: June 17, 2018, 12:24:40 AM



Just had to take a photo of this.
I'm messing with volumetric-ish lighting, and procedural backgrounds.
5  Community / DevLogs / Re: Super Realistic Gamedev Simulator on: May 25, 2018, 12:30:57 PM
You should just make the keyboard have 2 keys, 1 and 0. And the hands are just mashing 1's and 0's to make code. Cause THAT'S how you make a game.
6  Community / DevLogs / Re: Steampunk First Person RPG on: May 21, 2018, 01:51:45 PM
There's only 2 of you? whaaaaaaaaa??
7  Community / DevLogs / Re: moonman on: April 15, 2018, 11:10:21 PM
KEEP GOING BUD
8  Community / DevLogs / Re: RogueWorld on: April 14, 2018, 10:52:31 PM
Okay, it's awesome. Any ETA?

How long is the game? Fill me in!!!

Thanks man! No ETA as of now. Progress is steady, but it's a lot of work!
I plan on making the game pretty long. 10 dungeons are planned. You get to the boss of each dungeon on the 10th floor.
There will be a lot of secret areas, minigames, and town building. So 100 mandatory floors, and lots of meta game stuff. It'll be a nice experience  Grin
9  Community / DevLogs / Re: RogueWorld on: April 14, 2018, 02:20:06 PM

Oh, well, if that's the case, then great! Maybe you should turn this into an easter egg where there's a small change that the monsters will throw a big rave party and everything will move like that and there'll by flashing lights everywhere. :D


I was actually thinking of having a music based level, where all the objects bob up and down like this. And certain hazards would be based on the beat of the song. The only problem is syncing audio up with gameplay. And if people have slow computers, things would get really weird.
10  Community / DevLogs / Re: RogueWorld on: April 14, 2018, 02:54:48 AM
Interesting. I like the visual style. All those glowing colors are truly delightful. However, judging by the gif in the OP, the animation speed appears to be way too high. Especially those climbable vines just move way too fast. Almost like they're dancing or something. I think you should slow them down. The focus should be on the player and his/her movements and when everything is moving like crazy and begging four your attention things just get way too distracting.
Just my two cents.


Lol thanks dude. The gif I posted was a bug with a new animation feature. The game is not suppoesd to be like that. I thought it was funny enough to share  Grin
11  Community / DevLogs / Re: RogueWorld on: March 18, 2018, 02:46:01 AM



OOPS
12  Community / DevLogs / Re: VICE WAVES: Combat Pong Roguelite (temp name) on: February 12, 2018, 04:29:56 PM
It looks really satisfying to smack the ball around like that lol.

Looks fun!!
13  Community / DevLogs / Re: RogueWorld on: February 12, 2018, 04:24:52 PM
Holy shit, what a comeback. Cinderella story right there, this last gif looks amazing! Following this Smiley
Thanks a lot, my dude! Gentleman
14  Community / DevLogs / Re: RogueWorld on: February 10, 2018, 02:42:28 PM
Thanks so much guys!
Very honored to have the creator of cogmind seeing my game  Kiss

holy shit dude. after essentially losing your progress, you re-made the game in GM:S and came back three years later with an update to the project... that's awesome and inspiring to me, dude. i'll be checking back here. glad you didn't give up.
Yeah I'm resilient, haha. This game will get done! Thanks for the kind words  Smiley
15  Community / DevLogs / Re: RogueWorld on: February 09, 2018, 10:11:39 PM
*Gif*


Surprise! It's been 3 years since my last post and I've been working on the game this whole time! I'm just too lazy to post, cause a lot of the changes haven't been visual, until recently.

My birthday is tomorrow (I'll be 23), and it's given me thoughts of how much I've learned since I started working on this when I was 18. My code has gotten much cleaner. I've learned about shaders, optimizing, game design, physics engine programming, making better music, sound design, the list goes on.

I'll talk about one thing to get myself back in the swing of things here on TIG- Physics.

The physics engine has improved immensely. It's much more optimized than before as I've implemented a resting system and spatial hashing. All objects collide with each other and can have different collision behaviors, like mushrooms launching objects into the air. I'm introducing polygon collisions as well. My engine has support for AABB's, circles, and polygons.
I don't want all objects to rotate, because I still want some of that old school charm. Like, you can stack crates without them falling over, and make a stair case or something if you want. I think that's more fun than wrestling with boxes that won't stay stable... but that's just me! So AABB's will stick around.

This opens up the possibility for super interesting object behaviors, like Breath of the Wild.
If something makes sense to you, it should work in the game. Shoot your gun into a mushroom to bounce the bullets to hit a hard to reach enemy. Jump on the mushroom, then shoot down so the bullet comes back to you and damages you, but knocks you higher into the air. Push an enemy into bramble so it gets hurt. All objects also have the ability to damage enemies based on the weight to velocity ratio, unless specified not to. Throw a rock at a thornbulb to set it off and have thorns spray all over the place, damaging the enemies they hit. You can set up some interesting chains of events.

That's just a small portion of what's been new in the game. If anyone has seen this devlog before, I'd like to welcome you back and thank you very much for sticking around with me! More to come soon!  Gentleman

Edit: Some stuff in the gif is a little weird now that I think about it, but I've been so used to seeing it that I don't notice it. There's no chest-opening animation, the trees have no tops... Just try to ignore that stuff lol.
16  Community / DevLogs / Re: "Salem" - It's a coding nightmare! on: December 17, 2017, 09:12:24 PM
Construct 2??
17  Community / DevLogs / Re: Elysis (Topdown Action Adventure) on: November 19, 2017, 02:15:59 PM
How do you get your tilesets to look so seamless? There doesn't appear to be any apparent grid or anything. It looks super smooth. Especially in those marshy areas.
18  Community / DevLogs / Re: Return of the Obra Dinn [GDC 2016 Demo Build] on: October 23, 2017, 02:04:43 PM
I would like to see what it looks like when rendered at higher resolutions and downscaled to 640x360. I feel like that would be a better start to tackling the flickering problem.
That would just give you grayscale, defeating the point of a dithering aesthetic.

But I think to get rid of the flickering, you have to start with a higher input resolution. When you're upscaling, you are always dealing with the same data, and just changing it around. So even though there's more pixels, when you move the camera slightly, you have chunks of pixels jumping around instead of individual pixels.

I would try rendering at 1280x720, which gives more detail and finer wireframe, but downscale that back down to 630x360 with some kind of filter to smooth things out. It would be all up to the filter at that point, but I just think that's the only way to fix this. That or some kind of frame-persistence.
19  Community / DevLogs / Re: Return of the Obra Dinn [GDC 2016 Demo Build] on: October 22, 2017, 08:17:41 PM
I would like to see what it looks like when rendered at higher resolutions and downscaled to 640x360. I feel like that would be a better start to tackling the flickering problem.
20  Community / DevLogs / Re: Guinea Pig Parkour on: March 05, 2017, 11:38:35 PM
The way he swings seems to really break the flow of your motion. I can't really be sure, since I'm not playing it, but it seems to just take a little too long and ruin the satisfaction of flowing the movements together. Maybe make it so you can jump off on that first motion with a well timed button press?
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