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161  Community / DevLogs / Re: Screenshot Saturday on: April 09, 2016, 12:22:15 AM
Mutant plant-squid-like thing:
162  Community / DevLogs / Re: Worm Slayer - PUNISHING, intense, reflex-based action sidescroller! on: April 08, 2016, 11:03:08 PM
Looks cool, but if you miss even a single worm, you die, right ? m.b. make it less punishing, something like that missed worm chases you and you can avoid it. If you avoid it for some time it leaves you alone Smiley
163  Community / DevLogs / Re: Screenshot Saturday on: April 08, 2016, 08:49:26 AM
Thanks, mesh

This particular scene (the octopus hitting the glass and breaking free) is scripted, my game has a lua API that allows one to script things like that easily, this particular behavior is done with something like this:
Quote
local function octopusCharge(octopus, fn1, fn2, ...)
    local dir = octopus:getDirection(1.0);
    addTimeout0(function(cookie, dt, self)
        octopus:applyForceToCenter(dir * -2000.0, true);
        self.t = self.t - dt;
        if self.t <= 0 then
            cancelTimeout(cookie);
            fn1(unpack(self.args));
            addTimeout0(function(cookie, dt, self)
                octopus:applyForceToCenter(dir * 10000.0, true);
                self.t = self.t - dt;
                if self.t <= 0 then
                    cancelTimeout(cookie);
                    scene.camera:findCameraComponent():roll(math.rad(5));
                    fn2(unpack(self.args));
                end
            end, { t = 0.3, args = self.args });
        end
    end, { t = 0.7, args = {...} });
end
And after the octopus is free I turn on it's AI to make it chase and attack the player. The AI consist of different behaviors, currently there're several behaviors that I use, I call them:
  • seek - makes then character look in the direction of the target
  • avoid - makes the character avoid the target
  • detour - makes the character change move direction when raycast sees an obstacle in front
  • intercept - makes the character intercept the target by using linear intercept equation, i.e. taking target's velocity and direction into account
  • roam - make the character follow a path defined by a spline
the game uses component-based design so all of these are components, I simply put them into enemy object, configure and get
the desired behavior for each of my enemies. the octopus is btw very simple, it only uses a couple of those because it's enough, there're other smarter enemies in the game Smiley
164  Player / General / Re: Do you wear glasses? on: April 08, 2016, 06:55:09 AM
"yes", but one missing vote option is - "yes, and I don't care" Smiley
165  Developer / Playtesting / Re: GODHOOD - A Rhythm, Hack'n'Slash - Alpha v1.0 on: April 07, 2016, 11:09:43 PM
Oh, and one more thing, the game currently uses 100% of CPU, I guess that's because there's no FPS limitation, i.e. the game renders as much frames as it can per second. I would suggest using WGL_EXT_swap_control extension or limit the FPS yourself by sleeping when the number of frames per second is >60.

Thanks.
166  Developer / Playtesting / Re: GODHOOD - A Rhythm, Hack'n'Slash - Alpha v1.0 on: April 07, 2016, 09:19:30 PM
So the problem is probably that you're using 'texture2D' function, not just 'texture'. 'texture2D' is deprecated, replacing it with 'texture' should do the job Smiley
167  Developer / Playtesting / Re: GODHOOD - A Rhythm, Hack'n'Slash - Alpha v1.0 on: April 07, 2016, 09:12:51 PM
Hi,

Here's my errorLog.txt:

ERROR: Emitter with name '<b>error.cem</b>' already exists! Skipping creation.
DepthOfField.fsh compile log:
ERROR: 0:48: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:48: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:48: 'r' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:49: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:49: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:49: 'g' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:50: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:50: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:50: 'b' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:68: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:68: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:68: 'x' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:83: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:83: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:83: 'rgb' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:83: '=' :  cannot convert from 'const float' to '3-component vector of float'
ERROR: 0:90: 'ringsamples' : undeclared identifier



HorizontalBlurTex.fsh compile log:
ERROR: 0:15: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:15: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:16: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:16: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:17: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:17: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:18: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:18: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:19: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:19: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:20: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:20: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:21: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:21: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:22: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:22: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:23: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:23: 'texture2D' : no matching overloaded function found (using implicit conversion)



VerticalBlurTex.fsh compile log:
ERROR: 0:15: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:15: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:16: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:16: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:17: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:17: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:18: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:18: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:19: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:19: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:20: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:20: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:21: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:21: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:22: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:22: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:23: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:23: 'texture2D' : no matching overloaded function found (using implicit conversion)
168  Community / DevLogs / Re: Lode Runner: The Mad Monks' Rewrite on: April 07, 2016, 12:16:30 PM
I remember playing a lot of lode runner when I was a kid. Your game looks awesome, keep it up!
169  Developer / Playtesting / Re: GODHOOD - A Rhythm, Hack'n'Slash - Alpha v1.0 on: April 07, 2016, 10:53:36 AM
Hi,

I've played your game, it's quite unusual and interesting, here's some detailed feedback.

1. I'm experiencing constant shader warnings in the background, see this:


the message says: "Unknown uniform pixelWidth in program horizontalBlurProg"

Here're my specs:

Renderer: Intel(R) HD Graphics 4600
Vendor: Intel
Memory: 2112 MB
Version: 4.2.0 - Build 10.18.10.3621
Shading language version: 4.20 - Build 10.18.10.3621


Max texture size: 16384 x 16384
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max viewport size: 16384 x 16384
Max Clip Distances: 8
Max samples: 8

Core features
v3.0 (100 % - 23/23)
v3.1 (100 % - 8/8)
v3.2 (100 % - 10/10)
v3.3 (100 % - 10/10)
v4.0 (100 % - 14/14)
v4.1 (100 % - 7/7)
v4.2 (100 % - 13/13)
v4.3 (56 % - 13/23)
v4.4 (10 % - 1/10)
v4.5 (0 % - 0/11)
vARB 2015 (0 % - 0/13)

OpenGL driver version check (Current: 4.2.0 - Build 10.18.10.3621, Latest known: 10.18.10.3621):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.

2. The cutscene, IMO it's better to let the user decide when to move to the next piece of text, i.e. by pressing enter, space, MB
BTW, by the end of the cutscene I found out that Avadra is "she" and was a bit surprised, I thought that Avadra is "he" Smiley
It's good that the game has a story, I mostly play games because of the story, even action games.

3. The gameplay. Last time I died so many times was when I played hotline miami 2 Smiley But then I got used to it a bit, I even managed to last enough to land 3-4 explosion attacks. Especially I like the thing that when you follow that mini-beat (I don't know how you call it, the synth beat ?) you deliver more damage. So my attacks were like na (pause) na na na, na (pause) na na na Smiley

4. The dodge button - I didn't use it, I tried but I didn't quite catch the mechanic behind it, how exactly do I dodge ?

5. If I understand correctly there's only half of level done, right ? So, can I actually beat those guys ? I mean, I keep killing them, then I die and so on... Or do I have to kill some specific amount of those guys without dying to pass further ?

6. Overall, I still die a lot, I last about 40 secs, not more. Am I doing something terribly wrong ? How long do you last ? Smiley

7. Also, I find it hard to land explosion attacks without looking at the bar below. I would like to land explosion attacks by just listening to the music and hitting "C" at the right time, but I just can't... but m.b. it's my problem...

8. And yes, I liked the music, cool Smiley

Overall, I think you're doing a good game, but there's definitely a lot of work for you to do, so good luck! btw, how often do you release ? Are there any major updates planned in the near future ?

Thanks.

170  Developer / Playtesting / Re: Military Force - top-down 2d shooter on: April 07, 2016, 09:53:36 AM
Bump. Still looking for more feedback, guys. Even if it's negative, just throw it at me, I'll handle it Smiley
171  Developer / Technical / Re: General thread for quick questions on: April 07, 2016, 08:03:33 AM
I think triangular will do for you too. The difference is the distribution function:
tri:

normal:
172  Developer / Technical / Re: General thread for quick questions on: April 07, 2016, 07:41:05 AM
m.b. RNG with normal distribution can help you, i.e. in C++ you can do it like this: http://www.cplusplus.com/reference/random/normal_distribution/
If you're using some other language, then it probably has something similar, no need to implement this.
173  Community / DevLogs / Re: Military Force - top-down 2d shooter on: April 07, 2016, 07:16:05 AM
Weapon system in Military Force

So I finally decided to write a little more about what the game already has. I'll start with weapon system.

In Military Force the player always has 2 active weapons, called primary and secondary:


Primary weapons

1. blaster


The weapon you start with, very basic and weak, but has unlimited ammo. Good to kill "bullet-suckers", i.e. large groups of small and weak enemies.

2. super blaster (twisted blaster)


An improved blaster, more damage and wider range. Unlimited ammo.

3. shotgun


Simply a shotgun. High damage and wide range. Limited ammo.

4. machine gun


High damage, fast projectiles. Limited ammo.

5. rocket launcher


Very high damage, slow projectiles, splash damage. Limited ammo.

6. plasma gun


Very high damage, medium speed projectiles. Limited ammo.

7. lightning gun


Extremely high damage, instant hit. Limited ammo.

8. chainsaw


Extremely high damage, close-up melee weapon. Unlimited ammo. You won't use this much throughout the game, but
there're moments when using chainsaw is the only option you got.

Secondary weapons

1. gravity gun


Object manipulator. The most important of all, it has many use-cases in the game. It can be used to solve
physics-based puzzles or as a weapon.

2. proximity mine


You place it on the floor and when an enemy is near the mine explodes.

3. energy shield


When enabled it'll act as wall in front of you, i.e. all enemy projectiles will hit the shield not you. The splash damage from enemy
rockets will also be absorbed.

Weapon groups

The player can carry 4 primary weapons max and any number of secondary weapons. The thing is, primary weapons are split into groups:

  • Melee weapons: chainsaw
  • Basic weapons: blaster, super blaster
  • Lite weapons: shotgun, machinegun
  • Heavy weapons: rocket launcher, plasma gun, lightning gun

The player can only carry one weapon from each group.

Weapon stations

In Military Force you find weapons throughout the level. Primary weapons are always in so called "weapon stations":



When you use a weapon station your current weapon from particular group is replaced with a new one. The weapon station also have
some small fixed amount of ammo inside them, so if you're close to a weapon station and out of ammo you can always get more from it.

Ammo pickups and ammo boxes

Secondary weapons as well as ammo for primary weapons are represented via ammo items throughout the game, they can be picked up directly
or from ammo boxes:



Stationary weapons

Besides primary and secondary weapons there're also stationary weapons in Military Force, here's an example of a stationary flamethrower:





All of the weapons described above are weapons that can be used by the player, but there're also enemy-only weapons. But since the topic of this
post is "weapon system" enemy-only weapons are out of the question, I'll try to describe them later in other posts. So, that's it for today.

And if you're interested in some aspect of the game, please tell me, I'll write about it.

Cheers!
174  Community / DevLogs / Re: Screenshot Saturday on: April 07, 2016, 04:02:34 AM
Hm, I didn't even know that there's such a topic, looks like people are using it actively. Thanks for the hint, shellbot
175  Developer / Technical / Re: General thread for quick questions on: April 07, 2016, 03:34:58 AM
Quote
Next question, how does OpenGL handle changing colour buffers? I want a bunch of televisions in my game, each displaying a unique animated procedurally generated image, and I'm not sure the best way to do this. Should I give each television it's own colour buffer? Or should I make one that's used by all? The problem is I can't give an upward limit to how many TVs will be on screen at once, so giving each their own seems terribly inefficient, but if I share one amongst hundreds will openGL manage? Does openGL handle a colorbuffer being changed while it may be still in use in the pipeline? Or am I not understanding something? Or is constantly switching buffer a bad way to go anyway, should I try making the screens render all in the main FBO.
You can use a single separate FBO for that and continuously attach it to different color buffers and render. No need to have many FBOs, it's more efficient to use single FBO per-format (i.e. per widhtxheightxbpp), there's even a note on that on opengl.org, but I can't find that right now.
Different color buffers are different textures in your case. Using one texture will be causing stalls, consider 10 TVs and 1 texture, you render the first one, the command batch for GPU is extended, now you render the next one using the same texture, the OpenGL implementation will have no choice but to flush your command batch and wait for it to complete in order to be able to render another TV. IMO the best way here is to use X different textures, where X is configurable parameter (m.b. platform-dependent) and stream those TVs to those X textures and use them, that way, unless you have more than X TVs on screen you'll have no stalls, if you have more, you'll hove a couple of stalls, but not that many.
176  Developer / Playtesting / Re: Fighting Space - Classic shmup on: April 06, 2016, 12:38:42 AM
Hi,

Yeah, according to screenshots the background now looks better, i.e. it really is "in the background". Good luck with making next beta release, if I have some spare time I'll try to play around with it.

Cheers!
177  Developer / Playtesting / Re: Military Force - top-down 2d shooter on: April 06, 2016, 12:30:41 AM
Wow, thanks a lot for the feedback, Colonel, it's really useful! I'll comment on some of your points below.

Quote
Make the platform controls mouse based on clicking the arrows. It happened to me quite a few times accidentally
maneuvering it in the wrong direction.
That's a good idea, the reason why I made these keyboard-based is that I wanted the player to be able to attack even when he's near an interactable area (there're much more of these areas throughout the game, sometimes they're "in the open", i.e. with enemies around), I'll think about how to make these mouse-based without hurting the gameplay.

Quote
I would make more use of the dynamic lighting, e.g. having colored lights.
Yeah, that would be nice, the game does have those on some levels, but mostly it's white light. I guess I'll have to play around with these to make them "fit" the first level.

Quote
The parallax scrolling indicates that there's something below, maybe try to fill the background layer with some additional detail (lights, etc.) or try a blur shader to further indicate the difference from the primary layer.
Yeah, that's a good idea too, I planned to play around with "depth of field" and add some more objects to the parallax layer, that's a TODO.

Quote
Also, did you try to have some z layer above the primary layer, towards the player cam? You can add some more detail there, like pipes, fans, etc. Of course one has to be careful not to cover the player's viewport with stuff. Just an idea though.
Yeah, I tried that, actually there's one (the clouds) at the start of level 1 when the ship is taking you do the drop off point, but that layers is slowly faded away once the camera is focused on the player. I don't have any in-game top-z layers because I couldn't make one that actually looks nice, i.e. like you said it covers the player view. In order to make nice top-z layer some good artwork is needed I guess, and I'm not an artist unfortunately Smiley

Quote
Perspective wise it's almost all orthographic without any wall sides displayed, except for some things like the console that Skull is using and  the fire particles from destroyed turrets. I would go all in and make them also look 0,0,90 degrees.
Yeah, those definitely need to be changed.

Quote
The character sprites need some work, however, like animation cycles for shooting, interaction maybe etc
Yeah, overall game's art is the biggest problem right now, there's no artist on the project and I'm really bad at doing art, so most of the art is the open-source stuff I found and modified to somehow match the game's look. I'm in search for the artist right now.

Quote
If you need some animated top down characters, I can render you some.
Oh, thank's a lot, but I really don't want to bother you, you do have a project of your own. Besides, character
animations is not the only thing that needs work, basically all of the art in the game needs refinement, so I think making character animations only makes sense when changing everything else as well...
But if you do have some animated top-down characters already done, could you sent them to me here - [email protected] in any form, I'll see if I can use them.

Thanks a lot! And good luck with your project too!

178  Community / DevLogs / Re: Screenshot Saturday on: April 05, 2016, 12:48:17 PM
Sorry about that, I'm new here, I saw that people post screenshots here all the time, didn't know that something changed...
179  Community / DevLogs / Re: Screenshot Saturday on: April 05, 2016, 12:31:11 PM
Mutant-octopus, one of mini-bosses
180  Community / DevLogs / Re: Screenshot Saturday on: April 04, 2016, 06:44:44 AM
One angry tentacle:
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