/agdg/ - Amateur Game Development General

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Progress General Deveropa 04/29/2020 (Wed) 20:07:32 ID: 26606f No.123
Post what you're working on.
>>123 Man that looks like it has some serious potential.
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>>124 demo day soon
Wrote a program to compile my game. It spawns a subprocess for each file. If each file is done and there's no errors, it links them. It's a lot faster than compiling one file at a time. Highly recommended to anyone that has a large C/C++ project. Getting ready for demo day.
>>127 The scale of this looks staggering. >>129 You mean a makefile? GNU make already does all of that and it also checks if your code has any updates to see if it's worth compiling.
>>130 >You mean a makefile? GNU make already does all of that and it also checks if your code has any updates to see if it's worth compiling. I don't like Make and feel comfier using a custom script.
>>131 What's wrong with make?
>>132 After setting up a more complex makefile myself I can say that it's not fun to learn. It's extremely logical, but also so alien to other programming languages to the point where it's almost like relearning how to code. It also has some short comings. For example, I wanted to make all my C rules depend on all files within the directory so if I cahnged any files within that same directory it would have to recompile that script. However, I couldn't really find a way to do this since I wouuld have to do something like %.o : %.c ${dir $ < ... } or whatever, which does not work because you can't dynamically generate dependencies like that.
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AI will still be pretty dumb this demo, but now they can hear your footsteps.
>>129 >>131 that sounds both interesting and impressive anon. have you looked into how ninja works yet? might give you some ideas.
>>147 I really like that silence pistol. It reminds me of the one from n64 james bond. Although the silencer is a bit blocky.
>>152 thanks, I got that feeling too. I'm fond of the blocky suppressors tbh. The demo day level is being expanded
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lasers, alarms, computers
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First time I post on this site, hope it doesn't die out. Anyway, dunno how much peep there's in this place but it sounds comfy enough to post progress. Pict related is the end result of the core engine in C++. I also have a homemade UI and all that thing, I'm not sharing picture of it because I don't have a proper font yet. From here on I'm consider making a game or something. Maybe a rpg, I dunno. geno sprite is obviously not mine.
>>165 I like that lighting you’ve done in the background. Very nice effect.
>>165 Looks nice.
>>166 >>167 well that was quick, I'll try to post my relevant weekly update in here(anything visual). Also, if you're refering to the straight line on the light, it's not an effect in itself but just how the rendering works, which is inspired from: https://github.com/s-macke/VoxelSpace in mouvement, it's weird to look at, but not unpleasant I promise.
>>174 >in mouvement, it's weird to look at, but not unpleasant I promise. actually, i like the jiggly physics things going on. just don't go overboard with it haha.
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How does this tileset look? It needs more detail but I'm not sure where/how. I've been using the Brinstar tilesheet as a sort of reference but it's hard to replicate without simply copying it completely. Feel free to scribble/make my game for me
>>176 the weird thing is the terrain, not the mouvement. the terrain gets weird due to the level of detail being rather small in range. It forces the game to be a horror game in a sens. Which I'm totally okay with.
>>177 It is good looking and I couldn't do better. But for proper criticism, you need more solid volume. Try going for more defined shape like rectangular prism. I'm looking forward to see you grow. You're in a great start.
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I'm trying to do weekly progress reports. So, since last week: >Campfire Developed pipeline how to add objects >Bus Damn, it was harder than it looks >Toilet For the sole purpose of working toilet door I've added interaction system >Firs level nemu >WASD as some anon suggested
>>201 did you make your own sprite? The bus and the tent looks good. Also
>>202 the "also" is a type, ignore it
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>>202 No, I have dude who can paint and willing to work for loolz. And he paints nice posters. Tent and grass are stolen from LPC.
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Here's an update of my shit, trying to post here weekly prevents me from stopping, so here's my procedural UI library from scratch on comic sans with bad lightning. >>205 You have an amazing artist, hope you guys are motivated t'ill the end.
>>206 That is really looking neat, Anon. Any plans to integrate a sprite sheet with different views on the guys as he turns and walks, etc.? Keep going Anon, we believe in you! :^)
>>208 >That is really looking neat I love you to >Any plans to integrate a sprite sheet I can't really draw sprite, in fact, the sprite isn't mine. I'm still practicing my human anatomy on paper. I'm considering buying a tablet or finding an artist who's willing to dedicate his free time on a game that look like that >with different views on the guys as he turns and walks, etc.? Right now for any character sprite, I plan on copying paper mario TTYD, so a walk cycle from front and a walk cycle from back. I'm going to test the 360 view with a normal map and a depth map this week just to test if I can get a perfect 3D illusion on this engine. It might make a good demo for finding an intership for the next semester.
>>209 You can literally just use your own human-anatomy practises to map out how to create sprite sheets and properly use them within your game. The mechanics of it all, yea? And then your block-out will make things really obvious for when the artist does come along. Lay some groundwork now ahead of time. >It might make a good demo for finding an intership for the next semester. It just might! Good luck, lad.
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barely did anything this week due to uni and searching an intership. I generated normal maps on sprites if provided a depth. Car is not mine obviously. The normals looks a bit noisy compare to the clean depth map. It does the job for now but if it's visually problematic I might look for a better way.
>>212 >The normals looks a bit noisy compare to the clean depth map. How many rays are you casting? Also, are you doing something to randomize the gather of the normal vectors? Good job, keep it up lad.
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Had an ambitious plan for this week but failed miserably. But still, weekly progress >Added hand to indicate interaction >Implemented walking into water >Made tutorial for art guy how to make levels. Last one took a lot of time

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