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Your Computer: I make all my graphics myself, although sometimes when I'm trying to imitate a particular look I'll reference screenshots. In the Zelda-like game, for example, a sharp eye might notice that the tiles making up the walls are very close to the wall tiles used in Link's Awakening. My favorite graphics editor is a Mac-only app called Pixen, but I can't really recommend it to others- development has ceased on it and it has some pretty horrendous bugs I've learned to work around. Eventually (perhaps this summer) I intend to make a portable tile/sprite editor that provides the three features I consider essential:
TheresaJayne: I knew several MUDs used Forth as a scripting language, but I've never worked with one myself. Would you like to share your experiences? In your opinion, are there significant advantages or disadvantages to that approach? Do you normally write code interactively from within a MUD client or is world-building an offline activity?
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# ? Jan 11, 2012 22:34 |
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# ? May 11, 2024 15:57 |
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I've been messing around with python and pygame for awhile now, and am only just now throwing around some simple concept for a Zelda style games in a wild west setting. I've thrown together a simple room and I have a player that can walk around and shoot and be properly blocked by certain tiles. The thing is, the movement just isn't very smooth and I'm wondering how other games do it. Right now the tiles are 32x32 on a 640x480 screen and pressing an arrow key will cause you to move 8 pixels in that direction. This looks really clunky though and it's apparent that you're moving on a grid. It's easy enough to adjust things to move fewer pixels, but then it takes ages to move across the screen. What's the standard method for doing this?
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# ? Jan 11, 2012 23:53 |
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Apply a little bit of acceleration to your character. Have him start moving at 1 pixel on the first frame, then 2 pixels on the second, and so on until you reach a maximum velocity. To help the player not get caught on things, use the Link to the Past method of collision response: if the player is near a corner of a collision tile (I believe it was 3 pixels from the side of a 16x16 tile) automatically put him back on the grid and let him walk.
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# ? Jan 12, 2012 00:02 |
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Add flip-book layers to that sprite editor, Internet Janitor, and I'd be all over it. And I really wish the MUDs I hacked on back in the day had Forth as the scripting language. They were all based on nasty string processing systems which got really messy, really fast. Particularly if someone was interacting with your room/objects whilst you were altering functionality.
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# ? Jan 12, 2012 00:03 |
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Internet Janitor posted:
Take this worst-case example where the only two colours are the transparency colours: Animated:
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# ? Jan 12, 2012 00:25 |
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Spatial posted:You can avoid that entirely by animating it.
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# ? Jan 12, 2012 00:41 |
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Shalinor posted:If you were to implement such, I wouldn't recommend it as a default feature. Focusing intently on a fixed point in front of a scrolling background is a pretty good way to induce motion sickness. e: I forgot to mention, it doesn't have to be scrolling either. Any sort of rhythmic change makes it stand out the same way, colour cycling for example. Spatial fucked around with this message at 01:02 on Jan 12, 2012 |
# ? Jan 12, 2012 00:55 |
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Dr. Dos posted:This looks really clunky though and it's apparent that you're moving on a grid. It's easy enough to adjust things to move fewer pixels, but then it takes ages to move across the screen. In addition to implementing acceleration as mentioned above, it sounds like you might be tying the movement speed to the frame rate. Rather than moving a fixed number of pixels per frame, you should move in pixels per second, so something like 150.0 * timeSinceLastFrame to get 150 pixels per second. This will make the movement less jittery because the speed won't be affected by the frame rate.
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# ? Jan 12, 2012 01:05 |
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Internet Janitor posted:My favorite graphics editor is a Mac-only app called Pixen, but I can't really recommend it to others- development has ceased on it and it has some pretty horrendous bugs I've learned to work around. Eventually (perhaps this summer) I intend to make a portable tile/sprite editor that provides the three features I consider essential: Not sure if you're aware, but Pixen is still being actively developed on github. Their website is definitely out of date though.
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# ? Jan 12, 2012 02:33 |
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Internet Janitor posted:My favorite graphics editor is a Mac-only app called Pixen, but I can't really recommend it to others- development has ceased on it and it has some pretty horrendous bugs I've learned to work around. Eventually (perhaps this summer) I intend to make a portable tile/sprite editor that provides the three features I consider essential: I missed this earlier, but this would be awesome. It's surprising that there aren't really any good pixel editors out there on the Mac. Maybe Pixen is better now (I also didn't realize it was still being developed), but when I tried it out a year or so ago it had a bunch of issues.
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# ? Jan 12, 2012 03:00 |
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SAHChandler posted:Not sure if you're aware, but Pixen is still being actively developed on github. Their website is definitely out of date though. Woah. I saw it on github a while back, but that repository had been checked in once and was never modified for a year, so I assumed that was just a source dump. Thanks for the heads-up.
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# ? Jan 12, 2012 03:54 |
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So I just started using UDK today, and there is one thing that is driving me crazy. Whenever I want to recompile my scripts, I have to close UDK entirely. What is the proper way to compile so that I don't have to wait for it to restart each time I make a change?
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# ? Jan 12, 2012 04:36 |
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crazylakerfan posted:So I just started using UDK today, and there is one thing that is driving me crazy. Whenever I want to recompile my scripts, I have to close UDK entirely. What is the proper way to compile so that I don't have to wait for it to restart each time I make a change? The editor uses the scripts so you can't compile them while they are in use.
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# ? Jan 12, 2012 04:41 |
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crazylakerfan posted:So I just started using UDK today, and there is one thing that is driving me crazy. Whenever I want to recompile my scripts, I have to close UDK entirely. What is the proper way to compile so that I don't have to wait for it to restart each time I make a change? ... and when you're doing both, yeah, it gets obnoxious. Just try not to
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# ? Jan 12, 2012 05:15 |
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Shalinor posted:Don't use UDK proper. Either use a text editor and compile/run through UnrealFrontend.exe, or grab nFringe. You only open UDK editor when you're working in Kismet or on level stuff. Well how would I run it without opening UDK editor? I am probably missing something simple, because I have been using the UnrealFrontend for my compiling.
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# ? Jan 12, 2012 08:25 |
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Internet Janitor posted:
Well I mainly used TinyMuck which uses a scripting called MUF (Multi User Forth) a snippet below... code:
I helped with and modified a space system which created dynamic rooms in a coordinate system so you could fly around and maybe miss the space station etc (my muck was based on Babylon 5 and had scripts to stop you entering the alien sector without breathing aparatus etc.) TheresaJayne fucked around with this message at 12:17 on Jan 12, 2012 |
# ? Jan 12, 2012 12:14 |
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crazylakerfan posted:Well how would I run it without opening UDK editor? I am probably missing something simple, because I have been using the UnrealFrontend for my compiling.
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# ? Jan 12, 2012 18:35 |
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Ok, basic Unity question... I'm working on a 2D platformer. Well, I'm in the planning stages right now. I'm working with 2 other people. I'm the main Unity dev (edit: still learning the basics for now, of course), plus the sound guy. I have a character artist, and a level/object artist who's familiar with Maya and 3DSMax. What would be the best way, from a technical point-of-view, for us to collaborate on level design, or for him to even design levels to begin with? Obviously, we should sketch them all out on paper first, but is it best if he just downloads Unity, makes a level, and then sends it to me? Would it make any sense for him to even make one in another program, and then have me import it? Obviously, as this is a 2D game (with the potential for a LITTLE bit of 3D stuff, which is why I'm not using something like Flixel or Stencyl), the levels will be flat, so maybe the answer is to just stay in Unity, but I thought I'd ask anyway. Rupert Buttermilk fucked around with this message at 17:06 on Jan 13, 2012 |
# ? Jan 13, 2012 14:26 |
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CaptainPoopsock posted:The editor uses the scripts so you can't compile them while they are in use.
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# ? Jan 13, 2012 16:42 |
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duck monster posted:Forth in a sentence: Everything is stacks, you put things on a stack then you do something to the stack and put the result on the stack. Interestingly, PostScript (as in the predecessor to PDF) is just a modified dialect of Forth. Probably the major commercial users of Forth are the people who write printer drivers and publishing applications; I certainly did when I worked for a company that wrote prepress software for publishing companies (basically, laying out PostScript pages in a grid with the various registration marks around the edge). It was pretty fun stuff, though as I understand it most people have moved to PDF now.
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# ? Jan 13, 2012 18:12 |
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feedmegin posted:Interestingly, PostScript (as in the predecessor to PDF) is just a modified dialect of Forth. Probably the major commercial users of Forth are the people who write printer drivers and publishing applications; I certainly did when I worked for a company that wrote prepress software for publishing companies (basically, laying out PostScript pages in a grid with the various registration marks around the edge). It was pretty fun stuff, though as I understand it most people have moved to PDF now. As someone who did tech support for Adobe, I can tell you postscript is not dead. In fact, PDF files are created by taking a postscript file and running it through the Adobe Distiller to convert those postscript instructions into a .pdf/.ai document (really they're the same thing with a different extension. If you have illustrator, rename a downloaded PDF to whatever.ai and open it!) Learning to read postscript sucked, and I don't remember any of it.
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# ? Jan 13, 2012 21:47 |
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Just a unity best-practices question. If I want to, say, build a basic game-turn-and-ui-manager to dynamically generate and manage a game screen, what's the general best-practice for stringing up the main manager object? Create an invisible stand-in object with the script on it? Hang it on the main camera? Is there a less cludgy-feeling way than PlayerPrefs to pass game state around various scenes?
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# ? Jan 13, 2012 22:25 |
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Unormal posted:Is there a less cludgy-feeling way than PlayerPrefs to pass game state around various scenes?
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# ? Jan 13, 2012 23:56 |
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roomforthetuna posted:I'm no Unity expert, but I gather you can flag an object to not be deleted between scenes, so I assume you could stick as many hidden values as you want on such an object. DontDestroyOnLoad is the thing to look up. ... that said, we've got a ton of data living on PlayerPrefs. It's kludgy, but, that is one of the best tools that Unity gives you for persistence.
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# ? Jan 14, 2012 00:30 |
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Shalinor posted:... that said, we've got a ton of data living on PlayerPrefs. It's kludgy, but, that is one of the best tools that Unity gives you for persistence. code:
PermanentValues.PlayersHealth = 15; I assume you'd need to initialize all such values in some game-start script to avoid them also persisting between replays, if this method works.
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# ? Jan 14, 2012 00:37 |
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Winkle-Daddy posted:As someone who did tech support for Adobe, I can tell you postscript is not dead. In fact, PDF files are created by taking a postscript file and running it through the Adobe Distiller to convert those postscript instructions into a .pdf/.ai document (really they're the same thing with a different extension. If you have illustrator, rename a downloaded PDF to whatever.ai and open it!) https://www.youtube.com/watch?v=PqL5P46m_zQ Scaevolus fucked around with this message at 06:09 on Jan 14, 2012 |
# ? Jan 14, 2012 06:07 |
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So as part of my game in haskell and opengl, (https://github.com/Swooshed/Game-of-hexes I've just started to add a gui. At the moment I am drawing some simple rectangles in one of the corners with some sort script font on. Surely the size of the buttons should eventually be some function of window size? Is there a better way of doing it than just making it some fraction of the window size? Now I just need to stop finding interesting puzzles and actually code some gameplay...
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# ? Jan 14, 2012 11:24 |
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Has anybody tried using Chingu, Ray or any other Ruby-based dev library for game development? I've read some opinions (like this and this) claiming that the GC is irredeemably awful and will gently caress up your game timing unless you're writing C-style code anyway. I'd really like to do a hobby project in Ruby and use the various testing tools but it sounds like it might be pointless.
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# ? Jan 14, 2012 12:32 |
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I was wondering what this thread's posters' opinions are of the game engine Unity (Unity3d)?
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# ? Jan 14, 2012 14:40 |
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Crash Bandicoot posted:I've read some opinions (like this and this) claiming that the GC is irredeemably awful and will gently caress up your game timing unless you're writing C-style code anyway. I wouldn't single Ruby out in that you want to avoid allocations anyway, but the problem with dynamically-typed languages is that 3D games use a LOT of vector math, doing vector math without aggregate types is a pain in the rear end, and pretty much any dynamically-typed language without a JIT is going to require a heap allocation to do that. I wouldn't be surprised if some of them require it even with a JIT. e: You can do it via multiple return values and tuples, but that certainly doesn't exempt it from "pain in the rear end." OneEightHundred fucked around with this message at 00:32 on Jan 15, 2012 |
# ? Jan 14, 2012 22:49 |
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Abrahamsen posted:I was wondering what this thread's posters' opinions are of the game engine Unity (Unity3d)? It's great for small games, and at its absolute best when you're working with entirely artist-made assets in 3D. The further you stray from that (procedural geometry / 2D), the more obnoxious it will be. There is an add-on that will help with the 2D, but pre-defined meshed 3D is still where the engine/toolset shines. It gets progressively less great as your game gets larger, and I would not personally recommend it for anything larger than a small 2-person-ish indie project. (ie. great for a typical iOS game, ok for a casual game or for something like Rochard, not a great idea if you're making a Shadow Complex or more complicated/larger). For our part, we've found UDK to be greatly preferable, but we're doing games of a somewhat larger scale aimed at Steam. UDK also has a near vertical learning curve for the first month or so. EDIT: In terms of cost, UDK makes slightly more sense for startups, given the front-loaded cost of Unity 3D. It's really a wash, though, and is just something you should evaluate yourself. Do up an Excel spreadsheet, and use it to analyze the break-even point based on team size, required Unity add-ons, and the number of titles you expect to make in a year. Shalinor fucked around with this message at 22:58 on Jan 14, 2012 |
# ? Jan 14, 2012 22:54 |
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OneEightHundred posted:I hope Ruby doesn't allocate floats on the heap, that would be monstrously retarded. How would a VM language avoid allocating any object on the heap, unless it was using a JIT? (just curious, not trying to sound insulting)
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# ? Jan 14, 2012 23:16 |
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Tag bits.
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# ? Jan 14, 2012 23:50 |
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SAHChandler posted:How would a VM language avoid allocating any object on the heap, unless it was using a JIT? (just curious, not trying to sound insulting) code:
OneEightHundred fucked around with this message at 23:55 on Jan 14, 2012 |
# ? Jan 14, 2012 23:51 |
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OneEightHundred posted:In theory, you can store any immutable object on the stack or directly in table/list data because you never have to worry about the copies being updated to contain different data. The problem is that you can only do it with things small enough to fit in the default value size, since dynamically typed languages have no clue that the list you're allocating is only going to take one size of data. If you create a list full of 3-component vectors, then you're still not stopped from trying to assign a 4-component vector to one of them. Ahh ok. I was thinking that would be the problem (the in theory you can store anything on the stack), but I'm used to the 'in practice' portion not being all that true
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# ? Jan 15, 2012 00:12 |
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Rupert Buttermilk posted:Ok, basic Unity question... As long as your using Unity in a fairly bog-standard way, then yes, he should be using the unity editor to assemble the assets into levels. You do however want to think about how your passing stuff around and workflow. Unfortunately unity is rumored to be bit of a oval office with version control. I dunno, maybe drop box? Or perhaps the asset serve (no idea, never used it)?
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# ? Jan 15, 2012 17:59 |
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duck monster posted:As long as your using Unity in a fairly bog-standard way, then yes, he should be using the unity editor to assemble the assets into levels. You do however want to think about how your passing stuff around and workflow. Unfortunately unity is rumored to be bit of a oval office with version control. I dunno, maybe drop box? I think when people say it's bad with version control, they mean version control that isn't the Asset Server. AFAIK the asset server was designed for Unity and therefore works really well.
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# ? Jan 15, 2012 18:07 |
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Did a Game Jam yesterday. Rather than a single topic, each team got assigned a random video game title, and we had to furnish everything else. I drew "We Love Cardboard Kombat". It's basically a crazy smash-TV/bullet hell shooter. You play as a cardboard box in a recycling center fending off boxcutter-wielding workers. There are several weapons and powerups available. I originally intended to have a mechanic where you assemble other boxes to serve as allies, but we only had 12 hours and I ran out of time. It's unbalanced, but most people agreed that it's kinda fun. I may do a little more polish and add some features later. Here's the source. (Forth, naturally.) The next Jam will be either "Next-Gen De-makes" or "Tokyo Drift" (e.g. "Oregon Trail 2: Tokyo Drift").
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# ? Jan 16, 2012 02:03 |
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Internet Janitor posted:Did a Game Jam yesterday. Rather than a single topic, each team got assigned a random video game title, and we had to furnish everything else. I drew "We Love Cardboard Kombat". Thinking of doing GGJ too?
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# ? Jan 16, 2012 03:02 |
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# ? May 11, 2024 15:57 |
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Shalinor: sounds like a ton of fun, but I live in the boonies. The closest location I can find on the GGJ site is about a 7-hour drive.
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# ? Jan 16, 2012 03:23 |