View Full Version : Sharing Week 2
Well, in an attempt to start the creative ball rolling again and to keep people on their toes, I have decided to start the second sharing week. I did a quick and simple summary on my blog of the first thread, and I plan to do the same for this thread.
For people wanting to see what people posted last time you can check the thread here (http://forums.tidemedia.co.za/nag/showthread.php?t=9981), or you can read here (http://realdev.co.za/blog/?p=94). I hope I didnt miss anything, and if you want more info added drop me a PM.
I will only be posting what Im working on when I have something that looks betterthen a few blobs, as well as when I get my area selection to work how I want it to. :)
(If the previous thread can be locked so we can keep these more managed please?)
Necrolis
16-04-2009, 05:37 PM
nothing really amazing in my 'world', all i seem to be making is tools, in prepairation for when I actually release/begin work something useful...
http://img17.imageshack.us/img17/9670/necrogenfont.pngA fontmap generator, generates tga, bmp & and a special custom format
http://img18.imageshack.us/img18/8263/diablodcx.pngA graphics editor I made for Diablo II for modding
http://img257.imageshack.us/img257/2461/newbdgcap.pngA tool for capturing debug info and strings, and memleak tracing
all my game project stuff isn't really screenshot able :/, unless people what to see my 'leet' interlinked game data datatabling stuff :P
AndrewJ
16-04-2009, 05:42 PM
I'm in half a mind to give up on my Windows Mobile game that I started HTGAHIG (since renamed to MadRobotMaze): it's getting quite laborious to code and I can't even get a prototype out the door since I need everything to "click" in order to get the thing playable, never mind reasonably complete. Not only that, but I'm no longer convinced that it would be a fun game to play anyway. http://www.meetmeinto.com/images4/common/emoticons/Cry.gif How do you guys overcome this stage of your projects? I would love to be able to finish this thing so that I can just blimming well have it finished! (OK, playable-so-that-other-people-can-play-it, I JUST WANNA SEE PROGRESS!!!) (Note: I didn't say Postgres. Figure out the link to what I just said...)
After playing Collider (http://www.newgrounds.com/portal/view/491478) over at Newgrounds I feel an urge to fiddle with physics. Maybe implement a "physics-based" (it seems to be the rage right now, doesn't it? tsk-tsk) Scorched Earth. Add mass to the projectiles? Have the missiles have a set/variable burn time and then it can just be a dumb missile? Control the missile during the burn time?
Nice entry/summary edg3! Thanks!
AndrewJ
16-04-2009, 05:44 PM
Hey Nec, if you wanna post codepr0n, post it! Extra leet-points if you can make ASCII art pr0n from your code! 4X BONUS if you can colourize your ASCII art code pr0n and still get it to compile!! ;-)
Bonezmann
16-04-2009, 06:46 PM
lol, you posted the download to poopy. :D
Thanx ;)
edit: I'm busy with a platformer game, where you never jump or fall. Something like a vertical maze game. :)
dislekcia
16-04-2009, 09:27 PM
Last week I built a bit of an interesting visual effect I'm trying to get for a game I've had stewing for ages... A rorschach inkblot-style, constantly changing black and white background. The next step would be to make the metaballs that form the image clump together into recognisable shapes...
http://img524.imageshack.us/img524/6744/rorschachshot1.jpg
http://img512.imageshack.us/img512/268/rorschachshot2.jpg
GM source and exe can be found here. (http://www.gamedotdev.co.za/files/Rorschach.zip) Hit spacebar to change filtering methods and alter the effect slightly...
Fengol
17-04-2009, 09:45 AM
It's been a busy couple of days for me game dev wise.
I'm consulting a friend making a Silverlight game in the mould of Dwarf Fortress. We're seperating the graphics from the underlying systems that manage and drive the world so that I can use the same mechanices in an XNA project (It's all .NET). It's all paper designs at this stage but I'll post something as soon as I can.
I'm still working on Metal Dogs and having an infuriating time trying to get some custom modelling done. What I'm trying to do it extend on the bones of the base model to add a cockpit model which would pitch when aiming. Exporting from Blender just isn't my friend at all and either my model doesn't render at all or doesn't seem to have any normals :(
I've also recently understood post processing; saving everything to be rendered to a texture, messing the texture and then showing that. I want to do a rain effect for Metal Dogs which can then lead into my random weather mechanic and I need to do some shadows for my Planeplane entry.
Chatting to my friend doing the Silverlight project I had a brainwave for RTS-style controls using the 360 controller. Unfortunately I can't seem to find a dongle to purchase but I can hack the Metal Dogs code to play with the input style and after chatting to Aequitas it might be worth investigating.
Finally I'm playing A LOT of Phoenix Wright: Justice for All and I've fallen in love with Adventure games all over again. I've asked my girlfriend to help me write a murder case in the style of Boston Legal so I can make a mini adventure game using AGS.
So not a lot of screenshots or downlods this week. If edg3 continues the sharing week thread I promise I post something tangible next time.
Fengol
17-04-2009, 09:56 AM
How do you guys overcome this stage of your projects? I would love to be able to finish this thing so that I can just blimming well have it finished! (OK, playable-so-that-other-people-can-play-it, I JUST WANNA SEE PROGRESS!!!)
My suggestion is to not be afraid to share your work. It's so tempting to hold off until "it's finished" or"when X is fixed" and the problem is you only have yourself to motivate you which is hard when you can't seem to get past that bug; but sharing your work and letting people play with whatever crappy code you've given and letting provide feedback is often very inspiring. Use these Sharing Week threads to post a screenshot of what you have :)
My other trick is to use an Agile approach to my project; so I think about small chunks of work I can do which can be completed quickly and always give me a working product. It's not always applicable but I love prototyping ideas so it works for me.
AndrewJ
17-04-2009, 10:39 AM
Hmmm... a screenshot of the current state of the main screen sounds good. Thengs Fankol. Err, thanks Fengol. *hands over some special Superioil(TM) - The Special Oil Additive for Healthier Villain Beards*
Kensei
17-04-2009, 12:49 PM
So that is what the methodology is called... Agile... :)
Anyways, I am working on my DBA entry, Name Pending, slowly but surely. I keep getting distracted with other 'shiny' games and things to do on my PC. I have the grid system in place but I have a strong feeling that I should refine how that grid is created and managed before progressing further.
I think there is a series of videos on Tile Management... I just need to remember where I saw them :/
Edit: Dislekcia, that inkbot thing is really cool :) I'll take a look at the code when I am less busy and see how you do that. Could you explain the game concept behind what your are doing with this prototype or must I wait and see?
dislekcia
17-04-2009, 01:19 PM
Edit: Dislekcia, that inkbot thing is really cool :) I'll take a look at the code when I am less busy and see how you do that. Could you explain the game concept behind what your are doing with this prototype or must I wait and see?
I'm trying to make a game about memes, how they're expressed and how people can change their own thought processes simply by being aware of the meme abstraction. It's been a pet project of mine for ages, so I don't know if I can put a date on when there might be something playable... I keep refining the concept though, so I know I'm on the right track as the game gets more focused instead of ballooning out possibilities like it was a year ago.
Kensei
17-04-2009, 04:29 PM
I think there is a series of videos on Tile Management... I just need to remember where I saw them :/
Found it if anyone is interested Nick Gravelyn's Tile Engine (http://nickgravelyn.com/archive/#tileengine)
cairnswm
17-04-2009, 04:41 PM
It has been a long time since I did any game dev :( Looks like I might have a few hours this weekend to get involved in the www.ludumdare.com 48 hour contest this weekend - starts at about 6am Saturday our time.
Lately I have been playing a lot on online management games. Its amazing how many good and bad deisng decisions I have seen in these games. But it does make me want to start working on my own online game environemnt. If anyone is interested I am trying to find enough South Africans to start a new nation on www.maxithlon.com (I'm currently playing as a canadian - we need about 10-12 more South Africans to have SA as a nation)
01DT!m3r
17-04-2009, 09:16 PM
I don't know if anyone remembers the game called Ro-Bot wars , well I have decided to re-create it and twist things up a little (My Multi player is still dodge so anyone with a proper working MP framework for me , please share),here is a bit of the art style left click to create blood splat.(PS it's now called shadow lands)
http://www.filedropper.com/shadowlandsbuild1
Evolution
18-04-2009, 10:28 AM
At the moment I'm working on a 3d sound engine.
Another programmer started working on a noise machine to create stars and planets for the game.
http://f.imagehost.org/0348/NoiseMachine_Star_Pattern.gif
http://f.imagehost.org/0391/NoiseMachine_Near_Planetary.gif
Ship in layers incomplete version.
http://project2.mercnetstudios.com/forum/download/file.php?id=6
Can't post out ship and character concept art until we reach the end of development, incase it gets stolen.
dislekcia
18-04-2009, 10:54 AM
Can't post out ship and character concept art until we reach the end of development, incase it gets stolen.
Not gonna happen. I've seen countless thousands of concepts posted and none are ever "stolen". Those that are amazingly unique enough to have something to their ideas are respected and then recognised, instead of simply taken. You have to remember that everything in your game hangs together to create a context in which certain things make sense and others don't. Plus a concept is just that, a concept.
Ideas are - and always will be - pretty damn cheap ;)
Evolution
18-04-2009, 12:58 PM
It will get posted when the artists agrees to let their artwork get shown outside of the team. I've heared stories of big shot companies stealing concepts from my team members because it fitted into their project, can't get to the names of the companies at the moment.
We have four character concepts and over 10 ship concepts which we give to a 3d artist to modal. Our 2d artist specializes in character drawing so he is pretty original with his drawings. We also have a musician doing the music for the game, and 2 guys working on the story. I focus on programming, game design, and artwork if needed. Each member in the team can work in more than one field which realy helps during different stages of development.
Necrolis
18-04-2009, 02:50 PM
Hey Nec, if you wanna post codepr0n, post it! Extra leet-points if you can make ASCII art pr0n from your code! 4X BONUS if you can colourize your ASCII art code pr0n and still get it to compile!! ;-)that will be my mission for the next sharing week ;)
I've heared stories of big shot companies stealing concepts from my team members because it fitted into their project, can't get to the names of the companies at the moment.I have friend whos also had IP stolen from him by some pretty major companies(but no copyright = lose :() so hes fight back the only way he knows how: releasing tons of hacks for the game plus a few more constructive things :P
Bonezmann
19-04-2009, 04:40 PM
I played around with an extension I found on yoyogames.com
http://i306.photobucket.com/albums/nn254/Hirok99/pea3d1.jpg
Pea 3D :D
I'll load the game up later, when my internet doesn't fail so much...
I played around with an extension I found on yoyogames.com
Whats the extension called?
Ramperkash
19-04-2009, 06:04 PM
Next version of my RTS woot!
No sorry, there are no "real" RTS elements in yet.
I mainly worked on the unit animations, which took a while, since it's the first time I worked with animations.
All in all, I geuss it's not that much better than it was last time I posted it, but I'd like to hear what you guys think of my unit animations :)
Heres the link:
http://www.mediafire.com/?sharekey=d7dee386a37a2a537f7ec40ada4772a6466cf285 7f7cdffc5be6ba49b5870170
It's still not a really playable game, and it's not that much fun, but I'm gonna start expanding on that soon.
PS I only realized now, I forgot to add the Readme and Changelog files to the "update" .rar, so if you want them... downloading the whole new version would be best. (I'm trying to do this as professionally as possible :D)
Bonezmann
19-04-2009, 06:06 PM
Whats the extension called?
easy_3D by BrandonX (http://www.yoyogames.com/resources?page=1)
I was a tad confused at first, but I think I've got the basics down now. :)
easy_3D by BrandonX (http://www.yoyogames.com/resources?page=1)
I was a tad confused at first, but I think I've got the basics down now. :)
Thanks :) I might use it for my DBP prototyping
Bonezmann
19-04-2009, 07:51 PM
Pleasure, just Do me a favor pleaz:
If you figure out how to make the models rotate, please let me know. I have tried almost everything I could find...
Okay, here's the link to Pea3D:
http://cid-a51acf09ad714b68.skydrive.live.com/self.aspx/.Public/3dpea.rar
The pea now rotates! Again, thanx Gazza! \o/
Move with the arrow keys and press SPACE to jump.
Any suggestions comments and questions welcome
AndrewJ
21-04-2009, 05:01 PM
Please check out http://www.flickr.com/photos/andrewjacksonza/3462608278/ for my screenshot. The R is a placeholder for the robot head image and the A a placeholder for the Arm attachment image. The red is where I was testing which parts of the control were rendering properly and which parts not. The squares are going to be the tiles of the maze. Comments?
Edit: Aah, the joys of getting the image URL. (Rushing, on the way home now, boss is hurrying me up ;-)
http://farm4.static.flickr.com/3516/3462608278_3452e4934e_o_d.png
Kensei
21-04-2009, 06:00 PM
The next version is coming, Fengol, STOP NAGGING ME!!!
Urgh... men :P
Anyways, I have put my DBP entry on hold while I work through all of Nick Gravelyn's tutorials on the Tile Engine - they are really good and if you have bandwidth to burn I fully recommend downloading them and working through them (they are video tutorials).
Gazza_N
23-04-2009, 10:38 AM
<_<
>_>
I should note that, asides from OA2, I'm slowly piecing together that point 'n' click adventure game I've always wanted to make. I mention this in the hope that, now that people know about it, they'll nag me into completing it.
dislekcia
23-04-2009, 01:08 PM
nag me into completing it.
Mission accepted!
AndrewJ
23-04-2009, 02:41 PM
Been inspired by my boss to think about TTS (text to speech) Been fiddling around with it (Speech SDK from Microsoft) and I think it might be pretty cool to have, say, an adventure game (or any game that uses plenty of e.g. narration) that uses it.
Note: The latest Speech SDK uses a C3 example that was pre-.NET 1.0. I fixed the code and will post it somewhere if you want it.
Evolution
15-07-2009, 07:31 PM
When we starting with sharing week 3?
FuzzYspo0N
15-07-2009, 10:35 PM
Go ahead and start it if you want? its a community effort :)
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