What are you working on?
Video Game Development
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Also posted wrong image but whatever.
Is there a name for this look? Love that early 90s 3d look.
Just started using GameMaker since Construct is a pain in the ass if you want to do something more ambitious (especially on mobile).
Making a physic puzzle game right now btw. but not much to show yet.
I'm working on a turn based RPG with isometric perspective. Pretty much trying to copy Avernum but with better storyline/setting.
That looks late 90's.
I wonder if the next frontier of indie pixel shit is 3D pixelshit
How do you make fair bullet patterns?
Not well educated in my eras of 3D from before Morrowind. Is there a name for it or just "late 90s 3d?"
animation
dunno but low resolution low poly is kind of nice looking
low poly
not to be confused with the meme low poly style, which just involves flat textureless shapes
Maybe "PSOne aesthetics"?
Already finished my SMT novel.
it's what'll be called retro in 5 years, but for noe it's just "ugly" to most people
Quake-wave?
it's just low poly, unlit, low resolution texturing rendered at a low resolution with no AA
also these two designs look very similar
playtesting
just focus on making beautiful patterns and tweak anything you can't personally beat
Low poly
Thats a really good definition of what I was looking for thx.
And to everyone else that replied thx for pitching in.
how do i animate my low poly, authentically PSX-style character models?
i don't want to necessarily learn "real" animation workflows if there's something better suited for simpler oldschool stuff
How to make a metroidvania minimap?
Got the basics of autopiloting, now trying to find some sort of shader that would fade a material out based on its distance to the player.
god I can hear the music just looking at that
animation flow is still basically the same, skeletal animation, you just use simpler joints
you can do vertex animation if you're really crazy but it looks worse, is harder to make and takes more memory
Can anyone spoon feed me on ray casting logic?
Already know the concept, just not sure how to program it.
for what use?
calculate it yourself
it's all maths
2.5D gaem.
Think of it like Doom, just need the logic behind it.
I've seen it work even with shitty html.
I'm trying to make a Memetale clone on Clickteam Fusion.
theres no reason to use raycast rendering for anything realtime these days, just use normal 3D
But I suck at making poly models.
you know you dont need to raycast to render sprites right? modern doom ports use openGL and polygons
Does SM64 ROMhacks count?
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specifically point sampled textures
it's pretty hard to explain it in a post
but the useless explanation
see the picture plane, basically the ray hits this plane and then the object, the place where this ray hits on the picture plane determines where on the width axis of your window the point where it hits the object is drawn
step two is that the length of the ray determines how tall the line your draw vertically should be
I'm bad at explaining stuff
as you know, it's basically a top down game behind the scenes
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How is that relevant?
It's called CD3D.
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Going to make the combos and ai behaviour trees.
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this conceptual explanation is probably pretty useless, but whatever
Working on gay furry porn since I need money to continue game dev.
Here's the Boo replacement i made yesterday. Planning on making all graphics custom, and the gameplay radically different from SM64 (more combat-focused, less jumping powers, more Zelda-like).
Working on a skyrim SE quest mod, but i suck at anything artistic, can't even use the landscape editor. I've also tried making my own 3d models to use with unity, and i was even less successful. I can't afford to hire a 3d artist right now because i'm currently jobless, so my project isn't going forward at all. I want to do a deus ex style rpg, but with mages and spellcrafting, with a rich lore(that i've already created).
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This I understand, just need to figure out how to do this in programing language, tried doing a for argument and other things but I keep failing. Thank you none the less.
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you dont need to raycast to make a 2.5D engine dumbass
Enlighten me then.
I'm listening.
I already enlightened you. You don't need to raycast to draw a flat sprite to a screen. You just draw a foward-facing polygon with the sprite on it. Trying to make a raycasting system will be much harder than using a normal 3D engine. As I just mentioned, Doom source ports don't raycast anymore, they use normal 3D rendering.
first you need to understand how to do a top down 2D engine
then you need to understand how to shoot rays from the player in a circular fashion
then you're almost done since all you have to do is map where these rays intersect a imaginary line which represents the width of your window
the last step being that the length of the ray just determines how tall you should draw vertically from this point
That's pretty neat, user. It reminds me of Hexen.
>this point
I mean the points where the rays hit
I don't know what to make, that's possibly my biggest issue right now.
>first you need to understand how to do a top down 2D engine
done
>then you need to understand how to shoot rays from the player in a circular fashion
done
>then you're almost done since all you have to do is map where these rays intersect a imaginary line which represents the width of your window
this is where I'm stuck
>the last step being that the length of the ray just determines how tall you should draw vertically from this point
gonna understand first the previous one
For the most part, the reason behind ray casting was; it's fast and it has a logic that would work even in lua, so it gives me several options for porting.
Following one engine might limit me, but over all just wanted to begin in 3D since already done with 2D.
normal 3D rendering is faster at this point than raycasting is, unless you're running on a calculator with no 3D hardware. You shouldn't be programming a renderer in a scripting language
I wanna play it
>early 90s
You mean late 90s. Early 90s is the end of pixel art as default in gaming.
Thanks!
Different builds in the Fangames section:
pastebin.com
>this is where I'm stuck
here's what you can do
1. figure out the horizontal resolution of your window, let's say 1920 in this example
2. figure that left edge represents the first pixel from left on your window, right edge represent last pixel from left on your window (so 1920th pixel)
3. you shoot as many rays as you have pixels horizontally in your window, then you simply count the rays from left to right, so say the 156th ray from the left will be assigned to the 156th pixel from the right on your window and so forth
I'm sure this can be explained way clearer
I need my own computer to make the game first
>assigned to the 156th pixel from the right on your window and so forth
sorry correction
assigned to the 156th pixel from the LEFT on your window and so forth
How are you guys that can't into art doing things for your 3d game? Should i fall for the voxel meme? Wish there were tools that made making your art easier, the only affordable thing is the unity store but it's hard to find things that go well togheter.
I mean basically you shoot as many rays as your horizontal resolution is
the first ray from the left will be the first pixel from the left, 1:1 mapping
For simple 3D Character models, is it better to just poly-model them from scratch? A lot of people say base mesh to sculpt to retopologize is the one true way to model these days.
you have the options of learning, hiring and doing badly
you dont retopologize to make low poly graphics, you do it from scratch
For what it's worth, making so many pixels is too much (I think it's called ray tracing?), we can simple it down further to make it look like pic related, what's so important about ray casting is that it is so simple that you can do random maps and as big as you can imagine. The not so simple part is understanding the logic to make this happen lol.
Still thank you for the support.
you misunderstood me, I mean only shooting rays along the horizontal axis, so for a 1920x1080 window you'd need only 1920 rays
meanwhile the ray tracing you are talking about is shooting rays in vertical and horizontal axis and for 1920x1080 you'd need 2 073 600 rays
Would the law of reflection in light be a fair basis for programming wall jumps for the horizontal axes?
>what's so important about ray casting is that it is so simple that you can do random maps and as big as you can imagine.
its called BSP, and its completely agnostic towards the rendering algorithm you use. Doom used raycasts on BSPs and GLQuake and onwards drew polygons. BSPs are now redundant because even mobile phones can draw 100 Doom levels at once before they'll even start to slow down
Ah, yeah thought you meant something else never mind.
Gonna try making something out of this but in smaller scale, then from there grow bigger.
>came up with an idea for a Monster High RPG years back
>regret the idea because not only is it retarded, I'll never make it either
Going to try this as well. Just gonna figure out how to.
well it's pretty much the simplest way to do it, shooting as many rays as your horizontal resolution is and the just 1:1 mapping it, 1920 rays is nothing on remotely modern hardware
>got a shader that fades things out
>no lighting
And now I realize I have no idea how to combine surface shaders with vertex shaders
What kind of rpg?
It was either Paper Mario, Persona, or SMT style gameplay
Working on scenes in my Vulkan meme
youtube.com
also check out this finnish autists video
i made 2 games on a fintech platform today
what did u dummies do?
>vulkan
TWO HUNDRED LINES FOR A TRIANGLE
>finnish autists video
Nice, really love the simplicity behind it.
actually more like a thousand
would you rather have those lines in a shitty driver?
yeah if I was a one man dev
>Monster High in Paper Mario aesthetic
You made the right call to jump ship.
enjoy arbitrary behavior i guess
>tfw literally an idea guy and too retarded to program
>don't want to spend the effort to learn Gamemaker/Unity/etc
>hired someone else to make my game instead
god bless america
Show progress or you're just writing your fantasy, though I don't know why that'd be someone's fantasy. That doesn't even sound fun.
and maybe a finished product
I'm not at my computer but I do have basic coding, some game design, and a few character portraits done
soundcloud.com
Is this a good mid-boss theme? I'm thinking of using it in my RPG, but it has no likes so maybe it's not as good as I hoped.
it alright