dhw posted:Here is the game ape and I have been working on. Going to be released in the next coming week/s. Could you post this on youtube or something? I'm getting not found/bandwidth errors and can't watch whatever this is.
|
|
# ¿ Mar 22, 2016 21:22 |
|
|
# ¿ May 19, 2024 01:12 |
dhw posted:oops. out of bandwidth. Thanks, your game looks rad!
|
|
# ¿ Mar 22, 2016 23:43 |
InevitableCheese posted:Anyone know a good hands on package or something for picking up blender? I'm just going to be working with simple shapes and models, nothing too complex, and porting to Unity. I had some success following http://www.gamefromscratch.com/page/Complete-Blender-Game-Art-Tutorial-From-zero-experience-to-2D-or-3D-game-ready-asset.aspx You may have to troubleshoot some broken links but I did manage to find all the pages at some point.
|
|
# ¿ Jun 1, 2017 01:27 |
Dewgy posted:So I've hit another fun bug but this time I have no idea how to fix it. Tried the Löve forums, but no luck just yet, maybe someone here will have a better idea. I don't have any particular Love2d/Lua experience, but I've done low-level OpenGL stuff and my guess is the triangles aren't rendering because they're being put into the list in the opposite order, effectively reversing their winding order. See https://www.khronos.org/opengl/wiki/Face_Culling for why this might be a problem. e: woops, I missed that you were doing tris and not vertices. Silly me. Still, check your assumption that the order doesn't matter - just because one arbitrary order always works doesn't mean another arbitrary order won't always not work. Lowen fucked around with this message at 19:10 on Jun 1, 2017 |
|
# ¿ Jun 1, 2017 19:05 |
Dewgy posted:Yeah, I think that's part of my problem. What's weirding me out though is this only happens when I have multiple triangles for the same Z result, so I feel like the problem's in my sorting code and not in the fact that I'm jumbling triangles all over the place, since outside this one exception it seems to not give half a crap about the render order. I'm not sure what exactly I'm doing differently there in my code that would cause it to get all screwy though. Nice! I was also working on this because it took my interest (I've never done Lua or LOVE). I made a simpler fix totally by accident somehow by simplifying the logic in the version you posted: code:
|
|
# ¿ Jun 1, 2017 21:45 |
Dewgy posted:Oh wow, yeah yours is way better! When I was writing this originally I did have something similar with an "if table[result] == nil" check, but it was causing my vert count to increase by almost 7x somehow (went from 300 verts in to over 2000 out), which caused a crash when it fed into the mesh, which stopped when I did the "if not table[result] == nil" rewrite. Not at all, go right ahead.
|
|
# ¿ Jun 1, 2017 22:57 |
OddObserver posted:Wouldn't realistic darkness involve simulating the output of human low-light vision in a way that when displayed on a monitor and perceived by light vision look reasonable? I think the original Operation Flashpoint (the game the evolved into ARMA) game did this - night was almost black and white. Dark night is rarely pitch black. There's starlight/moonlight etc, even when cloudy some of it gets through. Inside/underground is a different story though. cmdrk posted:Has anyone ever found any gamedev articles on lighting dark scenes properly? I'd love to build some "true" night time scenes where players need a torch or whatever to see, but it seems that may be a fool's errand given how many results I get for "Foo is too dark! how do I fix my monitor to see?" Articles, no. But there are plenty of games that encourage playing with very dark screens and gamers usually abide by them rather than cheating and turning gamma up. You can use almost any game where you're asked to adjust gamma so that the symbol on the left isn't visible, but the symbol on the right is, as a guide for low light gameplay. Absolute pitch blackness is a problem with no commonly known fixes (TMK), but I think it's possible. You'll need to put in extra gameplay mechanics in order to relay information to the player - some ideas off the top of my head is outlining nearby stuff to simulate sensing nearby things and very low light vision, making the player walk slowly and carefully so that they don't accidentally wander off a cliff they could have sensed with their feet IRL, things like that.
|
|
# ¿ Feb 22, 2021 16:52 |
KRILLIN IN THE NAME posted:I was gonna call it "Chogue" as in Chess + Rogue (mostly because it sounds funny), but I did a quicker twitter search the other day and it turns out someone already beat me to it by four years. might have to check it out after the jam is over Reminds me of https://www.youtube.com/watch?v=Vl9dvoUY5pc - in a good way
|
|
# ¿ Mar 11, 2021 14:28 |
asmasm posted:Question for everyone here: How do people find out about games these days? I haven't been a game consumer in a long time and trying to understand how to get our game in front of more people is challenging. Are game news websites like RPS and destructoid still popular places to read about games? The comment engagement seems low. Is it all twitch and youtube? A substantial number of our sales seem to come from steam store presence but that is one thing we can't directly control. Anyone have thoughts on efficient marketing for indies with basically zero marketing budgets? Game consumer here. I'm a bit hardcore and probably not a great representative sample, but here's how I find out about games: Youtube creators that play the kinds of games that I like, doing a quick video or LP (sometimes even sponsored videos). Steam storefront pages like New and Trending, Popular Upcoming, etc. Tweets or Retweets from Indie devs that I follow. Something Awful threads. Recommendations from Steam. e: Dunno how close to zero basically zero is, but you might check to see how much a YouTuber that vibes with your game would charge for a sponsored video?
|
|
# ¿ May 19, 2021 19:48 |
|
|
# ¿ May 19, 2024 01:12 |
xgalaxy posted:Are there any good examples of 2D games with naval combat in the golden age of piracy? You might want to list more examples and what you thought of them. There are a lot of games that have broadside ship combat that are generally considered fun. Assassin's Creed 4, Rebel Galaxy (not Rebel Galaxy Outlaws), Sid Meier's Pirates. To name a few I've played. Maybe also Sea of Thieves, but I haven't played that. If you want to replicate the fun of FTL combat in any capacity then good luck - you're going to have to do a lot of tricky game balance and design stuff besides just "make pirate game but you can't steer the ship".
|
|
# ¿ Apr 14, 2024 21:13 |