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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:01:47 PM

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1  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 01:01:52 PM
Maybe some other article, one that focuses exclusively on that concept would help?

i tried that.  lol cause when i found his script i thought. . .wow look how fast this loads
and how smooth it runs right in the browser.. no asking me to let  the script control my mouse,
no special download or add-ons or even loading sequence -- just pow. loaded. i was excited.
so i spent a great deal of time reading various bits of info on raycasting and none of it
was sinking in. i dunno why. maybe i should take that as a clue that it's not meant to be. lol
2  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 12:51:10 PM
Sorry to ask, but have you read the whole article http://www.playfuljs.com/a-first-person-engine-in-265-lines/?

Based on a fast reading ot if you could add your hotspots using some of the thinks that are here (since he uses rays, perhaps you could use it do check stuff on screen -> clicking on screen sends a ray and test that was clicked on the map). Just an idea.

But generally forcing someone else's code to "do your bidding" is dicy at the best of circumstances Sad

not a clue how to do what he says on the page. might be a mental block. as far as changing the parameters of a code to get it to do whatcha want, isnt that what coders do all the time? hehe.  i dunno, i'm not a coder.  i just find a script that can do what i want, and if its legal to use it, and i can figure out how to change it so it'll do what i want, i do. but raycasting...i read that info and brain goes on tilt.
3  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 12:20:59 PM
Right, so you got this code and what exactly would you want to do with it? As in high-level: build on it, use just one function from it?

i was just trying to get it to do simple things, like normal walls of a room instead of intermittent blocks of walls in the middle of an open area .  i also wanted it to have clickable regions so i could link it to another page. in that way i could have all kinds of cool interiors, with interactive areas.  i read up on it and best info i could find was ya needed a mesh of some kind in order to create a clickable region. i forget all the details now.
4  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 11:54:35 AM
It's looking great! Very unique art style - I like it a lot Smiley

aww ty.  so this was the raycaster i was trying to modify. i got rid of the rain. changed the textures but as soon as i tried to add walls, extend walls, add clickable regions, well the whole thing went kablooey
http://demos.playfuljs.com/raycaster/
5  Community / DevLogs / Re: DuelCide: Dark ARPG about taking lives & dealing with consequences > Attack Anim on: March 01, 2018, 11:20:13 AM
wow that's really good! the animations are great.  all i could think of while watching it was......


6  Community / DevLogs / Re: Space Game Testing Grounds on: March 01, 2018, 10:48:46 AM
I'm grateful for that, or at least I try to be. Then again when I see someone producing beautiful 2d or 3d art I can't help to think the same way you do Undecided

As for your issue: what are you using? Pure JavaScript, Unity? You said browser - so I guess JS, which is not my strong language, but perhaps together we can somehow resolve your issue.

aww dont want to focus on my stuff in your thread. i will say however, i'm not using a game engine of any kind. just cobbling together whatever free scripts i can find that'll do the trick. will give you an example that i'm currently using https://codepen.io/ge1doot/pen/XXJNov (its not my script. that is not my game.just using the script). prolly better if you respond in my thread or send a pm or something. i feel bad that i have taken your thread off topic (which is your game!)
7  Community / DevLogs / Re: Temple of the Monolith. Hack-and-Slash meets Explore-and-Discover on: March 01, 2018, 10:26:02 AM
beautiful! nothing to criticize.
8  Community / DevLogs / Re: Stardust Tycoon on: March 01, 2018, 09:44:20 AM
very nice! i like the planet generator addition and the warp animation. the warp  is nice and solid. isn't dizzying.  also like the large variety of ships you've added.
9  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 09:38:53 AM
first attempt at a heal spell animation with very simple graphical components. something went wrong. lol


10  Community / DevLogs / Re: Space Game Testing Grounds on: March 01, 2018, 08:58:31 AM
oh that's shaping up nicely. have you found a way or know a way to make those floating blocks clickable (as in when ya click,something happens)?

Thanks, Undomi12 Smiley

I will probably use Physics Raycast. It was most reliable for me in the past.

raycasting is so confusing for my math addled brain. was trying to implement a raycaster that could run in a browser window, into my webgame but notta clue how to add to or modify it beyond changing pre-existing textures. so now i'm trying to simulate 3d movement with nothing but image zoom scripts lol your ship runs so nice and smooth in 3d space.  you dont know how lucky you are that you can understand programming languages.
11  Community / DevLogs / Re: Space Game Testing Grounds on: March 01, 2018, 08:39:43 AM
oh that's shaping up nicely. have you found a way or know a way to make those floating blocks clickable (as in when ya click,something happens)?
12  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 08:37:43 AM
windrose animation .  more stray pixel issues.  i need an artist and an animator lol

13  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 08:31:00 AM
not an animator but still attempting to get a believable archery animation. not working. clearly. but i'll get it... eventually.

14  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 08:17:26 AM
first attempt at animating a mercurian male cloak in a really old gif program that, for some reason, kept adding stray pixels to the animation.

15  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 08:14:56 AM
Looks pretty cool. Space games!!  Gomez

yay somebody likes it!  i thought it was just gonna end up being me talking to myself about my crappy artskills and silly ideas. hehe  Grin
16  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 06:53:33 AM
an old but still relevant weapons list. wow this thing is like a ten year old jpg.



tools

17  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 06:40:47 AM
design sheet - martian airship (overhead)



18  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 06:35:36 AM
icon sheets



19  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 06:21:50 AM
hub overhead map
20  Community / DevLogs / Re: Innovatiing a web game on: March 01, 2018, 05:52:06 AM
Lots of people want to make big games they're inspired by, but there's one major thing you have to consider. Time. If you're one person trying to do everything for a huge game idea you're in totally in love with then you're going to burn out before you finish. At least in my experience.

I would suggest making the game smaller content wise and shave down the features until they still resemble the game you wanted in the first place, but on a smaller scale. Give yourself a plan you can complete rather than being something frustrating that you'll work on for years and regret spending time on later.

This is just advice from me. If you still want to work on your project as you have plans for it now then you by all means should.
Don't let anyone tell you that you can't do something.


hello!   well, i have several  things to my benefit in this regard:

no one else is relying on me to do x,y or z, since i'm the only person working on it. this gives me lots of wiggle room

i dont have to make 3d models and therefore, no skeletal animations and associated issues.

i dont have to make lighting filters for scenes since they are literally all static 2d images that are painted rather than rendered and just manipulated with normal website functions.

i'm old, retired and my kids are grown so i have lots of free time on my hands.

i'm not working for a game company, so no time constraints.

dont have a kickstarter, so no investor issues.

not using a game engine so only restrictions are relegated to browser capabilities.

can take breaks from the project whenever i want (which frequently works out well cause website features are getting better and better and useful scripts pop up that i can use in the game)

i dont have a plan because plans require dedication that leads to burn out.  i just work on it till i'm tired of it or hit a design problem that doesn't appear to have a solution and hope an answer will arrive later when i resume working on it. this has worked out really well on several occasions.

in effect, my case is kinda unusual.  yeah it's a big project, but alot of the work has already been done cause i've been working on it, off and on, at various spots in the game's progress, for years. if i dont have actual product for a section of the game, i have the design concepts done. etc

my biggest time sink is my lack luster art skills, old graphics software and bad eyesight.




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