I always want to write, but end up putting it off. One of the main things that annoys me, is that I can't get any sensible videos showing. I know I solved this issue a long time ago using webp, but I had to host the images on my own server and it was just a bit annoying to do. But I think I might have a nicer solution.
https://postimages.org can host webp!
To make my life easier, I also improved my .bat knowledge. I found out you can drag and drop on a bat file, to pass a path as an argument. This allows me to write an ffmpeg script that converts my mp4 to a webp and also limits it to <24mb as that is the limit for postimages.
_ToWebP.bat
ffmpeg -y -i %~1 -vcodec libwebp -fs 24000000 -filter:v fps=fps=20 -lossless 0 -compression_level 3 -q:v 70 -vsync 0 -s 800:450 -loop 0 webp/%~nx1.webp
I wrote some code for Imgur/Mp4 in case someone is interested: _ToImgur.bat
ffmpeg -y -i %~1 -ss 0 -t 60 -r 30 -c:v libx264 -b:v 4M imgur/%~nx1
So I've been working on a creature today. It boost towards it's target and leaves toxic terrain behind it. My biggest issue with this creature has been that it is visibly hollow, but the game treats it as full. My engine only supports circles, so this is not straight forward. You can see on the minimap that I had already created some smaller objects, but they are not connected to the big creature yet.
Well it's kind of straight forward. I made a ring with hidden objects and with a bit of magic (passing collision information from small to big + having big circle collide with fixed structures)
The red outline is my doing, I am debugging various things at the moment. The outline informs me if pointer-lock is working. All bullets have damage information on them, as do explosions. I've noticed that it helps me understand what is going on. I have added a lot of new weapons and without some visual feedback on the stats it's very hard to notice if something is working as intended.
On that note, I recently added DPS (damage per second) calculations for my units. As I have explosive area damage, I've tried adding a metric for that too, I call it APS.
The following output is for the right arm of my robot, the Devader (DevGGUfo in my DB):
**** DevGGUfo> Waist> Shoulders> RightArm
14:50:25.209 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W0: 4.17 dps 4.17 aps 0.00 // duration 0.24 dmg 1.00 area 0.00 effect 0.00 particle 0.00
14:50:25.209 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: DefaultGun: 6.67 dps 6.67 aps 0.00 // duration 0.15 dmg 1.00 area 0.00 effect 0.00 particle 0.00
14:50:25.209 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W2: 2.00 dps 2.00 aps 0.00 // duration 0.50 dmg 1.00 area 0.00 effect 0.00 particle 0.00
14:50:25.209 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W3: 2.08 dps 2.08 aps 0.00 // duration 0.24 dmg 0.50 area 0.00 effect 0.00 particle 0.00
14:50:25.209 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W4: 2.08 dps 2.08 aps 0.00 // duration 0.24 dmg 0.50 area 0.00 effect 0.00 particle 0.00
14:50:25.209 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W5: 2.08 dps 2.08 aps 0.00 // duration 0.24 dmg 0.50 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W6: 49.86 dps 1.25 aps 48.61 // duration 0.24 dmg 0.30 area 11.67 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: W7: 170.14 dps 2.08 aps 168.06 // duration 0.24 dmg 0.50 area 40.33 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: Flames: 10.00 dps 10.00 aps 0.00 // duration 0.10 dmg 1.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: Fireball: 14.01 dps 0.93 aps 13.08 // duration 2.15 dmg 2.00 area 28.12 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: MineGun: 3.77 dps 3.77 aps 0.00 // duration 0.53 dmg 2.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: SawBlade: 4.17 dps 4.17 aps 0.00 // duration 0.24 dmg 1.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: Neutralizer: 6.67 dps 6.67 aps 0.00 // duration 0.75 dmg 5.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: FaderGun: 11.11 dps 11.11 aps 0.00 // duration 0.27 dmg 3.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: Charge: 61.31 dps 1.79 aps 59.52 // duration 1.68 dmg 3.00 area 100.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: BurstGun: 12.24 dps 12.24 aps 0.00 // duration 0.98 dmg 12.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: StrikeGun: 9.26 dps 9.26 aps 0.00 // duration 0.54 dmg 5.00 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm: SpiralGun: 8.33 dps 8.33 aps 0.00 // duration 0.06 dmg 0.50 area 0.00 effect 0.00 particle 0.00
14:50:25.210 dps.js:112 **** DevGGUfo> Waist> Shoulders> RightArm> Pup
14:50:25.210 dps.js:127 DevGGUfo> Waist> Shoulders> RightArm> Pup: PupGun: 4.17 dps 4.17 aps 0.00 // duration 0.24 dmg 1.00 area 0.00 effect 0.00 particle 0.00
edit1: Just made another webp, I'm loving this :D
I've got an even larger amount of stuff now. Things that used to be clearly separated can now be used in tandem. So one big worry is that stuff does not really work together. The circling balls cause an explosion whenever they collide with something, turns out the protective ring is a good thing in this combo -> more collisions. Dmg debugging while using the flame thrower is kind of crazy.
edit2: I noticed tigsource was cutting off my images (960 is too wide), so I've reduced them all to 800x450 and added another webp for good measure.
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This is what happens when a weapon fires just a little bit too quickly