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(Xbox 360 game. I do graphics/multiplayer programming.)
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# ¿ Jun 6, 2008 13:36 |
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# ¿ May 4, 2024 08:24 |
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I put editing tools directly into the game, sometimes with a standalone GUI which talks to the game over the network. That way you can visualise exactly what you're getting, edit on console builds, etc. Here's my space game, showing the editor in action (please ignore the placeholder art):
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# ¿ Apr 26, 2013 09:44 |
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I really like it. I always do GUIs to scale with resolution, it reduces the number of bugs where stuff doesn't fit when in German at some weird resolution. You have to be careful with scaling text if you want it to look any good - I use FreeType and round the scaled size to an exact pixel size. Also you have to think carefully about which screen edge(s) each element is aligned to for it to work in all aspect ratios.
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# ¿ May 10, 2013 11:45 |
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Really excited about this because it works far better than I imagined. My space game now works with the Oculus Rift: The HUD is very large at the moment to make it readable on the low resolution devkits, but it still works well. There is still some chromatic aberration despite the correction, but it isn't too bad. I thought objects in space might be a bit too distant for the stereoscopic 3D to do much, but it gives an incredible sense of scale. The headtracking also seems to make the physics more intuitive, although I'll need to test it on people who haven't played before.
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# ¿ Jun 27, 2013 15:04 |
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tef posted:The only effective way of tidying up of source code is deleting it. Everything else creates more work.
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# ¿ Jul 23, 2013 17:11 |
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tef posted:Yes, by getting rid of it On topic, I did somehow actually add a new feature to my game - weapons. Horrible programmer art ahoy: This was more work than it looks. Turrets can either be fixed or tracking, each has its own tracking speed, shell velocity, rounds per minute and burst rate. Ships can die and float around as wrecks. Human players are provided with a new one by the server. The end result is that it's becoming an actual game instead of a physics demo. Next up is missiles/CIWS and fixing the giant HUD.
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# ¿ Jul 24, 2013 12:57 |
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Suspicious Dish posted:This boggles my mind every time I hear it. Why?
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# ¿ Sep 7, 2013 22:27 |
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That looks great, I've added my vote on Greenlight. Have you considered VR support?
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# ¿ Nov 16, 2013 13:36 |
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I have the same issue myself, I was thinking in terms of the final higher-resolution Rift if/when it appears. I imagine it would work really well with your 3D cockpits.
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# ¿ Nov 16, 2013 15:29 |
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Cool, although in my browser (IE11) it looks peculiar when resizing the window (because there's no scrollbar). Looks like it redraws in new random colors. Are you going to do more books?
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# ¿ Nov 29, 2013 13:34 |
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I don't believe that's true. If you're using modern C++, and you at least know enough to use smart pointers and not call new or delete, it's more difficult to get it wrong than right. You still get resource leaks in garbage collected languages anyway.
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# ¿ Feb 21, 2014 15:01 |
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Jewel posted:Even the people who've used C++ all their lives will probably agree C++ sucks balls and is only good for it's sweet spot level of abstraction to speed.
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# ¿ Feb 23, 2014 15:12 |
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# ¿ May 4, 2024 08:24 |
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I'm sick of flying past thousands of copies of the same cheesy asteroid, so I've been added some scenery to my space game. I'm a terrible artist, but the game really needed some content so I've had to learn to use Max. So behold my new space station loosely based on the Valley Forge from Silent Running. I haven't done any of the buildings or the docking area yet, but I have the main trusses and the crop domes. The trees weren't mine, I got them from opengameart.org. It will probably be a million polygons when finished. I'm sure a real artist could make it look twice as good for half as many, but for something 2km long it's acceptable. I'll probably have to make LODs (particularly for shadow casting, as you can see in the screenshots there are no shadows yet). Here's a bonus picture of my new lens flare. It's a post-process rather than a billboard-with-occlusion-test so it works on any bright area, in this case the exhaust of a pair of missiles. (Poor Fred is always being treated as a punch-bag as I test the weapons, but he got his revenge last week when I added CIWS turrets and he shot my missiles as they left the tubes and blew me up.)
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# ¿ Jun 4, 2014 14:24 |