Claw
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« Reply #60 on: June 06, 2012, 01:23:02 PM » |
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@heysami - interesting to see people talking about it already @Gray Gambit Games - Glad it was a bit of a surprise, quite a few people seem to have that reaction which is great :D @kamac - Haha thanks for the encouragement, not really thinking about that aspect yet as it's so far from that stage. With all the great feedback and positive response so far, I wish I could work on it full time (well I wish that regardless of response), it's making me consider the possibility of quitting the dayjob and going for it, but I have a decent paid job - which is pretty lucky currently, and I'm thankful for it. Just risk vs reward, reward being I can work on this all the time. A difficult decision I think about each day. Anyway, today's productivity: - Changed up the texture and tile 'system' to allow bigger tile textures, as in, instead of 16x16 tiles its now 64x64 - plenty of room for new stuff.
- Drew some more tiles and larger objects.
- Had some good ideas about puzzles, mechanics and background 'story' or world stuff
I really think I'm gonna have to stop the art and design side for a week or two and just go to town on these ideas, prototyping implementing and refining. Needs to be done, and if I get everything nice and clear now it'll be much better down the line. It's a shit load of work though
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kamac
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« Reply #61 on: June 06, 2012, 01:40:02 PM » |
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By the way, there seems to be a shadow bug at 0:04. I guess shadows' depth is yet TODO?
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« Last Edit: April 03, 2015, 05:34:14 AM by kamac »
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Claw
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« Reply #63 on: June 06, 2012, 01:50:42 PM » |
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@kamac - Yeah I only realised after I rendered the video, it's actually a chip in the stone I just aded to the wrong tile layer @SoulBlade - Cheers
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jmcmorris
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« Reply #64 on: June 06, 2012, 03:59:47 PM » |
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Have you considered putting together a kickstarter campaign? I know I'd be more than willing to put down some money.
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Claw
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« Reply #65 on: June 06, 2012, 11:32:37 PM » |
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I'm not really a massive fan of the whole kickstarter thing. I know some good stuff is being produced because of it and things like Indie Game the Movie have been a great success, but I don't like the idea of asking for money for something I have yet to finish. I could live for a year or maybe a little more on savings anyway, it's still a risk to quit. It took me a long long time to get this job and if I need to get another at some point I may not be as lucky. I think I will take the jump at some point before this project is over, just gotta work stuff out first
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kamac
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« Reply #66 on: June 07, 2012, 12:49:04 AM » |
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Oh, and which OGL version are you using?
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Claw
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« Reply #67 on: June 07, 2012, 01:50:48 AM » |
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Oh, and which OGL version are you using? I actually don't know I can get back to you when I'm at home and find out. It's at least 3.0 but probably a later version - never actually thought about it
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jmcmorris
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« Reply #68 on: June 07, 2012, 07:06:19 AM » |
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I'm not really a massive fan of the whole kickstarter thing. I know some good stuff is being produced because of it and things like Indie Game the Movie have been a great success, but I don't like the idea of asking for money for something I have yet to finish. I could live for a year or maybe a little more on savings anyway, it's still a risk to quit. It took me a long long time to get this job and if I need to get another at some point I may not be as lucky. I think I will take the jump at some point before this project is over, just gotta work stuff out first Completely understandable. I'm in a similar situation. Looking forward to what you come up with.
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Claw
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« Reply #69 on: June 09, 2012, 01:56:19 AM » |
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EDIT: Think I'm gonna start re-factoring the starting area today. Got some good puzzle/layout ideas from my first attempt, but the map currently has no greater purpose, no real reason for existing other than to give a player somewhere to wander around. Need to mould it to the bigger picture.
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« Last Edit: June 09, 2012, 03:23:11 AM by Claw »
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kamac
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« Reply #70 on: June 10, 2012, 04:45:51 AM » |
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What are you using to make maps?
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Claw
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« Reply #71 on: June 10, 2012, 05:58:54 AM » |
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My own level/map editing thing I wrote - it's not very user friendly, but it does what I need it to and I'm continuously adding stuff to it. Everything's just macroed to keys all over the place rather than having visible buttons
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kamac
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« Reply #72 on: June 10, 2012, 06:16:17 AM » |
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Since you use higher version of OGL, may I ask how do you transfer from 1.0 being half of the screen from the center & -1.0 being other half (to the left) from the screen's center to pixels? Like, X = 0, Y = 0 is top-left corner of the screen instead of it's center. (I knew how to do that in OGL 1.1, but I cannot sort it our in 2.x/3.x)
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Claw
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« Reply #73 on: June 10, 2012, 06:24:03 AM » |
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You can take care of it in the shader; I draw stuff in screen coords then the shader translates them based on a uniform vec2 called ScreenSize: gl_Position.x = ( ( gl_Position.x * ( 2.0 / ScreenSize.x) ) - 1.0 ); gl_Position.y = ( -( gl_Position.y * ( 2.0 / ScreenSize.y) ) + 1.0 );
So ScreenSize might be 640, 480 or something, and it then translates from x: 0 = -1.0, 640 = 1.0 y: 0 = -1.0, 480 = 1.0
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kamac
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« Reply #74 on: June 10, 2012, 06:48:16 AM » |
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Neat. Almost works Problem is that I get a rectangle instead of a square while I declare my "square" this way: const float square_buffer_data[] = { 0.0f,0.0f,0.0f, 64.0f,0.0f,0.0f, 64.0f,64.0f,0.0f, 0.0f,64.0f,0.0f }; Weird My window size is 1024x768. Here is how camera is set up: glm::mat4 Projection = glm::perspective(45.0f,4.0f/3.0f,0.1f,100.0f); //camera glm::mat4 View = glm::lookAt( glm::vec3(0,0,1), //camera is at 4,3,3 in the world space glm::vec3(0,0,0), //looks at the origin glm::vec3(0,1,0) //head is up. (0,-1,0) to look upside-down. );
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Claw
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« Reply #75 on: June 10, 2012, 06:59:15 AM » |
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Mine is using an orthographic view - not sure if maybe your perspective matrix would distort the width of what you draw? I've not used anything other than orthographic stuff in a while now so can't remember much of the maths behind it - try setting the 45 FoV to 90 maybe? Complete guess though
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kamac
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« Reply #76 on: June 10, 2012, 07:19:11 AM » |
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Setting fov to 90 degrees didn't help. Instead, I try to switch to ortho projection now. Thing is, I cannot see anything when doing so I have switched to 800x600 window for tests, so now I have: glm::mat4 Projection = glm::ortho(0.0f,800.0f,600.0f,0.0f,0.0f,100.0f); glm::mat4 View = glm::lookAt( glm::vec3(0,0,1), //camera is at 4,3,3 in the world space glm::vec3(0,0,0), //looks at the origin glm::vec3(0,1,0) //head is up. (0,-1,0) to look upside-down. ); glm::mat4 Model = glm::mat4(1.0f); // changes for each model. glm::mat4 MVP = Projection * View * Model * glm::translate(64.0f,64.0f,0.0f); Still, cannot see anything.
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Claw
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« Reply #77 on: June 10, 2012, 07:58:16 AM » |
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Sorry I have no idea Might be better off asking in the technical sub-forum, I don't use matrices on a daily basis so I'm scratching my head looking at that. Although, the ortho matrix should do the same thing as I was doing in my shader, maybe try it without one or the other? again not sure
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kamac
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« Reply #78 on: June 10, 2012, 08:04:05 AM » |
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Alright, thanks for helping through What are you using instead of matrices? PS. Sometimes I want to go and hug OGL 1.1 - my old, good friend... Everything was easy there. glOrthof was giving me pixel coordinates and I could draw something using glBegin and glEnd
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Claw
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« Reply #79 on: June 10, 2012, 11:44:45 AM » |
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I just never end up using matrices, anything near them I just do easier vector maths instead Weekend's productivity: - Found a horrrrrrible bug, not fixed - not sure how to go about it just yet
- Got the basics of the starting area laid out and added a tiny bit of polish
- Drew a bunch of tiles, a lot of variations on other tiles to make sections of the same tile less repetitive
- Wrote out a historic timeline of the story.
- Clearer vision of the bigger picture
- Mostly design work this weekend, need to crack on fixing bugs and coding more stuff - like mechanics and actual content
It's weird to see so many reactions here and there over the internet, seems a few blogs and indie sites keep picking up on this and writing stuff - cool! But strange
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