Game Design Megathread

Author Topic: Game Design Megathread  (Read 433012 times)

So I'm learning to use the Canvas element in HTML5. For practice, I've decided I'd rip off create something like a flash named 0x40

http://thepotato.net/music/

May have sync issues.

C++, SDL https://github.com/block8437/0xENGINE
C++, OpenGL https://github.com/block8437/GameEngine

pyvoxel, http://puu.sh/bchVq/8f4e755d35.rar
Voxy r5.5, not the latest but the only one I could find http://puu.sh/bci24/22f80ecd3a.rar
Vauxel r0, couldn't find any other version http://puu.sh/bci9t/776e550916.rar

Cipirian http://puu.sh/bcilx/5d304bd410.rar

I currently can't find the game engine that we the predecessor to Cipirian. It might actually be that the other game engine is Ciprian before ottosparks began developing it with me. It was a while ago and my memory is quite fuzzy of the time. Anyway a lot of this work isn't that great, but it shows I did do some work when I was 12/13. Judge it as you may, and if you use it any of it please credit to me. And don't use the voxel engines
just dont

how does the modification of the engine actually work? unity itself is the engine. as far as i know its not open source either
He added/made his own dlls IIRC.

He added/made his own dlls IIRC.
pretty easy thing to do...

C++, SDL https://github.com/block8437/0xENGINE
C++, OpenGL https://github.com/block8437/GameEngine

pyvoxel, http://puu.sh/bchVq/8f4e755d35.rar
Voxy r5.5, not the latest but the only one I could find http://puu.sh/bci24/22f80ecd3a.rar
Vauxel r0, couldn't find any other version http://puu.sh/bci9t/776e550916.rar

Cipirian http://puu.sh/bcilx/5d304bd410.rar

I currently can't find the game engine that we the predecessor to Cipirian. It might actually be that the other game engine is Ciprian before ottosparks began developing it with me. It was a while ago and my memory is quite fuzzy of the time. Anyway a lot of this work isn't that great, but it shows I did do some work when I was 12/13. Judge it as you may, and if you use it any of it please credit to me. And don't use the voxel engines
just dont
damn brian u like some next level programmer and stuff. i am proud to call you my son

i have one major question.
what is happening here;
Quote
int PI = 3.14159265f;
for the opengl engine inside dynamic_object.cpp

later youre using it as;
Quote
gLoadedTexture.render(x,y, body->GetAngle() * (180.0f / PI), scale);
this just gives you 60 and not 57.29577....
its dividing 180 by 3 and not 3.14159265 because int doesnt support float

Quote
int PI = 3.14159265f; //float value set as int
auto x = 180.0f / PI; //division. identified as a float
std::cout << typeid(PI).name() << std::endl; //identified as an INTEGER
std::cout << "PI VALUE: " << PI << std::endl; // value is 3
std::cout << typeid(x).name() << std::endl; //indentified as a FLOAT
std::cout << "X VALUE: " << x << std::endl; // value is 60

besides PI is recommended to be set like this;
Quote
long double PI = acos(-1.0L);
which gives you the maximum amount your processor can generate for PI
mine is;
Quote
3.14159

Oh wow I didnt know that, thanks.  Ill fix it asap

theres other instances where youre dividing integers by floats or vice versa. i dont think they cause any real issues but you never know

I got a huge stack of books, recently, so I'm off programming my own engine and doing some other cool stuff.

C++, SDL https://github.com/block8437/0xENGINE
C++, OpenGL https://github.com/block8437/GameEngine

pyvoxel, http://puu.sh/bchVq/8f4e755d35.rar
Voxy r5.5, not the latest but the only one I could find http://puu.sh/bci24/22f80ecd3a.rar
Vauxel r0, couldn't find any other version http://puu.sh/bci9t/776e550916.rar

Cipirian http://puu.sh/bcilx/5d304bd410.rar

I currently can't find the game engine that we the predecessor to Cipirian. It might actually be that the other game engine is Ciprian before ottosparks began developing it with me. It was a while ago and my memory is quite fuzzy of the time. Anyway a lot of this work isn't that great, but it shows I did do some work when I was 12/13. Judge it as you may, and if you use it any of it please credit to me. And don't use the voxel engines
just dont
here's Voxy 6.5 https://dl.dropboxusercontent.com/u/11058668/Voxy-r6.5.rar

tip to people wanting to make a voxel engine: don't use panda3d lol jesus christ
« Last Edit: August 29, 2014, 06:49:19 PM by otto-san »

The netness!

(No gay orgy here; this is just the basic character without any clothes or armor equipped)

Also, since we're talking about game engines, here's mine:
https://github.com/Memory-Melt/VoltEngine

With all of this engine talk going on, I'd like to interject with a very important bit of advice. Make games. Don't make engines.

Now obviously I don't mean to just throw down the amount of work you guys have done here, but let's be honest, with the multitude of awesome frameworks and engines available, there's simply no reason to add another log in the fire when you already have plenty of options.

You could think, yeah, I'm making this engine for my future games, but that's actually quite difficult to do well without editing the engine to fit your game every time. Unless you're actually creating a game, you won't know how your future games will be structured, and the best structure (e.g. inheritance as opposed to using a component system) can change from game to game.

Another point is that engines don't impress anyone, except for maybe other gamedevs. Yeah, you could have a couple of squares bounce on the screen or some characters walk across the screen, but when you're trying to show off something that can't quite be seen, nor is a tangible, playable game, there's no point.

On the flipside, the way engines do come to light, is that they came from a game. A common misconception is that one would make the engine, then the game, when in reality, most engines come from having a game already made, just without the extra stuff. This is how people generally create their own toolkits, which is basically a level higher up from the engine: the code you always write when you start creating the game and simply don't feel like typing over and over.

In any case, this blog post can explain it better than I can: http://scientificninja.com/blog/write-games-not-engines

But again, don't make engines, make games.

It's easy to say "Don't make engines, make games!" Fora talented artist and an all around creative person, but I'm neither of those things. I never get good ideas and even if I did it would look likr ass because I suck at all things art. Game Engines are like making games minus all the creative parts. I dont ever intend on using my game engines because I simply couldn't. But it certainly was fun to make.

A good lot of people who participated in the Ludum Dare weren't creative either, and I'm sure many of them didn't have any 'good ideas' either.

But they still made games. Something they can be proud of, something they can show off to everyone, something everyone can appreciate. And in my heart, that's hella more important than any engine, no matter how advanced it is.

When it comes down to it, there's no such thing as a 'good idea', because no matter how horrible or generic it may seem in your mind, the perfect, genius idea will almost never come to light, while this idea will always be better than another idea. Even disregarding how good the idea actually is, god forbid, you will have done yourself a massive service by just making a loving game out of it.

maybe that logic applies to others but it doesnt to people like me. i feel like making the engine lets you fully know whats going on behind the scenes of the game. allowing you to push the engine to the limits, add or remove things and optimize the game well. yeah its a lot of work and time being put into it but it pays off more than it would if you used someone elses engine. no more needing to cry for bug fixes or cry that no documentation exists on something or that the engine is missing something or bloated or the worst one PAY for licenses to sell or make the game.

stitching up opengl with other libraries or even directx stitched up with its inner APIs to form an engine to put your game on isnt the end of the world