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I've never been so typecast. OpenApoc has been having trouble gaining momentum so I've started helping them out. You should too. This is your chance to get in on the ground floor!
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# ? Oct 26, 2015 00:54 |
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# ? Jun 13, 2024 04:12 |
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SupSuper posted:I've never been so typecast.
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# ? Oct 26, 2015 01:32 |
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I am not very far into this yet, but I'm working on a Cycles renderer plugin for 3ds max. So far I can get the camera transform (almost) set up right and render all the meshes in the scene at their correct transforms and object color (but not any real materials). I also have progressive rendering working because cycles gave that to me for basically no work. Up next is the long slog of mapping max materials to cycles shaders.
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# ? Oct 26, 2015 05:04 |
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Shalinor posted:My only clear memories of X-Com Apocalypse were 1.) hot garbage, and 2.) getting mowed down the second I entered a building because of how their dumb active turn-based thing worked.
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# ? Oct 26, 2015 10:24 |
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Rahu posted:I am not very far into this yet, but I'm working on a Cycles renderer plugin for 3ds max. Cool stuff! This was basically the topic of my master's thesis, only I made an Autodesk ray tracer plugin for Blender. You only think materials are a long slog because you haven't started on them yet, so you're about to find out that they're actually a never-ending death march. You should probably just pick one (like A&D or whatever) and make that translation really awesome, since generality and flexibility are just paving the road to hell in this case...
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# ? Oct 26, 2015 12:38 |
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click the image for an animation
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# ? Oct 31, 2015 10:58 |
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For a second I thought it was a palette cycle, but it looks like it's a series of images right? Looks really good, but if you really wanna commit to the aesthetic, nothing beats old school palette cycles.
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# ? Oct 31, 2015 11:14 |
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You're exactly right. I thought about palette cycles, but I'd have no idea how to approach it, and I fear it might not turn out better but as an entirely different thing.
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# ? Oct 31, 2015 14:39 |
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Disclaimer: I haven't done a cycle, But: I'm thinking I'd do something like separate the image into static & dynamic parts, and then basically color in the dynamic parts as bands of color. Then "just" refresh the image with a new palette every 0.x seconds. It looks sweet as hell as it is though, I am into that look.
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# ? Oct 31, 2015 14:48 |
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I love the look of palette cycles as well, I'm sure you know this: http://www.effectgames.com/demos/canvascycle/ Might be too much for me to handle just yet, but it's definitely something to consider for the future. Thanks for the praise, though. Would be wondering what you're thinking of the same effect with a different dithering method: I certainly can't make up my mind about having one over the other. Speed is too high but I hope you get the idea. I feel like the pattern is just too present in this one, even though it looks cool.
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# ? Oct 31, 2015 15:00 |
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That is tons better! That dithering really works for it imo
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# ? Oct 31, 2015 15:03 |
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Huh, really now? Well thanks, now I'm curious. I'll ask around some other places.
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# ? Oct 31, 2015 15:22 |
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# ? Oct 31, 2015 15:30 |
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Haha, "Eaty" is in the official manual or did you print that? That's great either way!
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# ? Oct 31, 2015 15:54 |
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poo poo like this is why I became a goon.
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# ? Oct 31, 2015 21:36 |
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If you like Eaty, you folks should also check out the other games submitted to this year's Octo-ber Jam!
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# ? Oct 31, 2015 22:01 |
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Biowarfare posted:working on a 'registration form replacement' for internet video game fantasies did this fell through ?
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# ? Oct 31, 2015 22:16 |
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Tempus Thales posted:did this fell through ? Hey if you're looking for some nice goonauth, check out a project I finished a while back! https://somethingauthful.com/ . If you use it let me know, I'd be glad to help with integration and such!
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# ? Oct 31, 2015 23:43 |
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WebGL heatmap stuff
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# ? Nov 1, 2015 18:32 |
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Really getting somewhere with Roggle. Almost at content creation, and then an alpha!
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# ? Nov 3, 2015 20:04 |
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I got marching cubes working for my game Visualizing the data. Green shows the empty space Blending modes Mesh In game
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# ? Nov 3, 2015 21:51 |
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TastyShrimpPlatter posted:I got marching cubes working for my game Are you making Worms: Ninja Rope: The Game? Because awesome. Also that mesh deformation animation is loving killer.
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# ? Nov 3, 2015 23:06 |
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DeathBySpoon posted:
This looks really slick.
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# ? Nov 3, 2015 23:56 |
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Zaphod42 posted:Are you making Worms: Ninja Rope: The Game? Thanks! I think it's going to be an endless runner of sorts. I'd like to release it on mobile platforms, but I'm not quite sure how to handle the aiming controls.
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# ? Nov 4, 2015 00:14 |
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TastyShrimpPlatter posted:Thanks! if its on mobile, don't aim, tap where you want to connect and release when you want to drop it and let inertia continue, so the aiming is done on throwing the rope to where the finger / mouse has been clicked/put
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# ? Nov 4, 2015 07:55 |
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Heres something im working on, behaviour tree editor for gdx-ai: http://i.imgur.com/tAqsYM6.gifv https://www.youtube.com/watch?v=937QJnTu5Ig evilentity fucked around with this message at 11:41 on Nov 4, 2015 |
# ? Nov 4, 2015 11:25 |
Not much of a screenshot and more of video/audio of my project. I've more or less completed my OPL3 FM Synthesis MIDI player for DOS. The important stuff anyways -- no fancy UIs here! The demo is here: https://www.youtube.com/watch?v=G7Bc0dHgxVI And because I like to share my code and get peoples' feedback and comments, I've also made a GIT of the project here. Oh yeah, and I forgot to mention that I didn't use my own patches/soundfont for playback, just the ones used in the Creative audio drivers for Windows 3.1 Edit: Turns out I'm a bit of a dummy and didn't notice a bug in my code that could result in undefined and undesirable behavior if the MIDI_Update function was not called frequently enough. I've fixed it, though. Neurion fucked around with this message at 23:16 on Nov 5, 2015 |
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# ? Nov 5, 2015 03:10 |
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TastyShrimpPlatter posted:I got marching cubes working for my game Looking good! I was going to warn you about the marching cubes patent but then I saw that it expired in 2005
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# ? Nov 5, 2015 16:06 |
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My UE4 plugin for turn based navigation is nearing a state where it might actually be useful. https://www.youtube.com/watch?v=w8L-K8WI2do Sorry about the horrible cropping. I haven't figured out how to competently operate the screen capture program.
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# ? Nov 7, 2015 17:47 |
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Working on smooth lights for box2dlights/libgdx. Left is smooth, right is default. Fun! https://www.youtube.com/watch?v=tMlrP2UYXss
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# ? Nov 7, 2015 20:14 |
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ooh i like that, the wireframe bit reminds me of those plasma globes from the 80s
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# ? Nov 9, 2015 10:33 |
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amazing
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# ? Nov 11, 2015 19:49 |
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evilentity posted:Working on smooth lights for box2dlights/libgdx. Left is smooth, right is default. Fun! That's a really neat and elegant solution for 2d. I've been working on something surprisingly similar!
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# ? Nov 11, 2015 21:24 |
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netcat posted:
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# ? Nov 11, 2015 21:44 |
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steckles posted:Sweet. Is that a real raycaster, or does it just look like it? Yeah it's an old thing that I've used in a few different projects and I finally decided to add doors since I picked it up again to continue on a project. I really like old software renderers and I've been wanting to write a doom style sector based renderer for a while, too.
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# ? Nov 11, 2015 22:57 |
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Not sure where this goes but I made a tweet bot using twitter and Pillow. https://twitter.com/wordtubebot
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# ? Nov 12, 2015 06:59 |
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TheresaJayne posted:if its on mobile, don't aim, tap where you want to connect and release when you want to drop it and let inertia continue, And for climbing / letting out more slack, a second finger can approach/retreat from the aim finger's position.
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# ? Nov 12, 2015 13:19 |
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Doors sliding open in both directions + bonus battle scene
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# ? Nov 12, 2015 22:20 |
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netcat posted:
This looks awesome! I was making a very similar game a while ago, I'm glad to see someone else making first person dungeon crawlers.
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# ? Nov 12, 2015 23:38 |
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# ? Jun 13, 2024 04:12 |
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DeathBySpoon posted:This looks awesome! I was making a very similar game a while ago, I'm glad to see someone else making first person dungeon crawlers. Thanks! I remember your stuff, though it looked a lot more polished than my game.
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# ? Nov 13, 2015 09:27 |