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TIGSource ForumsCommunityDevLogsSmith and Winston - Twin Stick Voxel Shooter
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Author Topic: Smith and Winston - Twin Stick Voxel Shooter  (Read 31101 times)
djr
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« Reply #140 on: February 06, 2017, 03:06:12 AM »

Impressive that you are using your own engine (after ditching Unity). What API/framework/language are you coding in? Enjoying your progress on this game.

The engine is written in C++. We're using:

  • OpenGL - xp renderer that I've had for over 12 years! creaking, needs to be replaced!
  • Bullet - physics
  • Polyvox - voxel handling and mesh building, slightly modified
  • Qt (for the editor) - this is just in house.
  • EASTL - EA STL, better memory characteristics
  • OpenSteer - navigation API.
  • Spark - particle system
  • NanoVG - OpenGL vector graphics renderer for the UI
  • NanoSVG - SVG loader, again for the UI
  • Lua[JIT] - for scripting

On top of that there is a ton of libs like ZLib, LibPng, LibJSON, FreeType etc.

Overall it's a pretty standard set of libs, the C++ is there just to bind it all together and set up the level.

Glad to see you're enjoying our work Smiley
« Last Edit: February 06, 2017, 05:08:55 AM by djr » Logged

Xonatron
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« Reply #141 on: February 06, 2017, 02:07:21 PM »

djr,

That is a long list of libraries and APIs! Wow! Good job.
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
djr
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Smith and Winston Coder


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« Reply #142 on: February 06, 2017, 02:55:17 PM »

djr,

That is a long list of libraries and APIs! Wow! Good job.

Like all good programmers I do my best to do as little work as possible Wink Beer!
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Seaport
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« Reply #143 on: February 08, 2017, 02:53:42 PM »

Fancy ship trails in action

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Seaport
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« Reply #144 on: February 12, 2017, 10:02:28 AM »

Another shot of the ship model in the test enviroment


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Lizzard
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« Reply #145 on: February 12, 2017, 11:37:16 AM »

Wow, this game is shaping up really nice!
I can't wait to play it!  Smiley
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I made "Ratz Instagib"!
http://store.steampowered.com/app/338170/

Currently working on "Roguelite Platformer with Online Coop"
https://forums.tigsource.com/index.php?topic=65659.0

Follow me on Titter!:
https://twitter.com/LinoSlahuschek
Seaport
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« Reply #146 on: February 13, 2017, 12:33:04 AM »

Thanks Lizzard, hopefully your wait wont be too long  Smiley
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Seaport
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« Reply #147 on: February 14, 2017, 10:54:24 AM »

Finishing off the brushes for the space ship levels

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gimblll
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« Reply #148 on: February 15, 2017, 02:01:56 AM »

Looking good, can't go wrong with voxels! Smiley
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Seaport
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« Reply #149 on: February 18, 2017, 03:15:21 AM »

Thanks gimblll, yep, voxels are great  Smiley
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Seaport
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« Reply #150 on: February 19, 2017, 09:59:07 AM »

Busting out a few enemy ships for the space levels



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FROGANUS
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« Reply #151 on: August 16, 2017, 08:53:54 AM »

catching back up with this log- the space level and ships look really cool!
any updates? would love to see more overall flow of levels and gameplay.
 Gentleman
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-Fro-gAH-nus
djr
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« Reply #152 on: December 25, 2017, 09:15:41 AM »

hey @FROGANUS, updates.... bah Smiley

Yeah we're still working on it but as you can probably tell we're really not good at telling people. We're aiming for an itch.io public alpha/beta at the beginning of next year (Q1 hopefully). Here is a xmas video for you:





Have a great xmas everyone and an even better new year Smiley
« Last Edit: December 25, 2017, 11:24:23 AM by djr » Logged

djr
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Smith and Winston Coder


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« Reply #153 on: January 08, 2018, 04:59:12 AM »

I'm gonna say this is probably the fifth HUD we've designed for Smith and Winston. What do you think?



Works well on light and dark levels which is a bonus.



We think it's nice and simple.
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Sundrop
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« Reply #154 on: January 08, 2018, 11:52:07 AM »

This all looks like fun fun fun!
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io3 creations
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« Reply #155 on: January 08, 2018, 02:20:21 PM »

It looks good for the most part.  My only issue is that white numbers and light blue background doesn't have enough contrast.  While the number in the middle is fine, the smaller numbers are harder to see.  The weapons and items are fine with their white outlines, but I'd change the background for their values.  Perhaps a gradient transition (with "large pixel style) could work instead of a single color background.
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djr
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« Reply #156 on: January 09, 2018, 03:43:36 AM »

...Perhaps a gradient transition (with "large pixel style) could work instead of a single color background.

ooh that's a good idea. Great feed back, thanks  Beer!
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« Reply #157 on: February 08, 2018, 02:25:46 PM »

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djr
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Smith and Winston Coder


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« Reply #158 on: February 26, 2018, 04:10:33 PM »

1000 days ago we started making a "modern version of Ikari Warriors" because that's the kind of game we wanted to play. It's not finished yet but we are getting there.



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« Reply #159 on: October 15, 2018, 12:39:43 PM »

We're still going strong on the development of Smith and Winston (though we're not going so great on posting in this thread Smiley

here's a gif we recently captured of the game in its current state



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