Author Topic: Game Design Megathread  (Read 555807 times)

I used Gyazo, but it is better for stills. As you can see, it doesn't do gifs very well (and it's not my computer)...

Do maps count too btw?
Game design, so yes. Maps are a pretty large part of game design. That being said, maybe there should be a modding thread (for games other than Blockland, of course).

I used Gyazo, but it is better for stills. As you can see, it doesn't do gifs very well (and it's not my computer)...
Game design, so yes. Maps are a pretty large part of game design. That being said, maybe there should be a modding thread (for games other than Blockland, of course).
I have made a Maps Design Megathread for showing off maps.

Sorry for not noticing that map. It looks great :D

Though you're losing a bit by doing it in a torque engine. Something like unity or unreal would easily allow for more detail to be used at the price of learning a new map editor.

I can make gifs now:

(May need to change ShareX settings to stop it being so laggy)
« Last Edit: May 27, 2015, 05:07:10 AM by chrisbot6 »

It's extremely subtle, but this saved our game.

Prior to implementing this feature, the way objects would move around the projectile would be almost completely inconsistent, and so it was extremely frustrating and there was no real gameplay I could pull from it.

Now we have proper collision detection that allows me to do special cases; if it detects the box handler, it waits for a few seconds then freezes the object (as demonstrated in the video), if it detects turrets, it throws all nearby boxes at the turret, and then there's more cases depending on how many balls you have in one area and how objects have been frozen.

It's early days, but it finally looks like this game is coming on track.


i-its 2015 why do they look potato

not yours bushido i meant that one guy's map
« Last Edit: May 27, 2015, 05:26:51 PM by Waru »

i-its 2015 why do they look potato
I am currently working on a new map in another Torque game.

that's why

i-its 2015 why do they look potato

not yours bushido i meant that one guy's map
Blockland city maps were like this. Viano City was build with the same textures and was quite popular by the community. More people of my age, yes I am already 20 years old, like to relive the old times. Just like some students in my class that play sometimes on an old Gameboy Advance SP.

i have an idea for a pixel art shader engine
if you wanted to have lighting effects in a pixel arty kind of game
for every sprite you could have depth maps of sorts? that go over each pixel, defining the surface there
so basically for every sprite you have a 2d array of ints 1-256 that represent some kind of multiplier on the value of the HSV at every pixel, influenced by light sources
i don't know a lot about shading but it sounds like an interesting experiment to me.

i have an idea for a pixel art shader engine
if you wanted to have lighting effects in a pixel arty kind of game
for every sprite you could have depth maps of sorts? that go over each pixel, defining the surface there
so basically for every sprite you have a 2d array of ints 1-256 that represent some kind of multiplier on the value of the HSV at every pixel, influenced by light sources
i don't know a lot about shading but it sounds like an interesting experiment to me.

https://www.youtube.com/watch?v=q7Zwr8JjUvU

https://www.youtube.com/watch?v=q7Zwr8JjUvU
this scares me. i don't understand how this was done without 3D.
it wasn't exactly what i meant but it's still cool

HOLY stuff apparently megasphere does lighting exactly the way i was thinking
wtf
maybe i absorbed it subconsciously or something. ive been on the game's website but i dont remember reading the blog

https://www.youtube.com/watch?v=q7Zwr8JjUvU

honestly my favorite part of that video is the fight in the comments



loose translation:



Gabriel: Godot has improved an egg (or a ballsack).

Juan: Well, do you expect to make things, bitch? Yesterday, I made a menu with a title screen, global variables, and more things.



i learn so much spanish from reading fights on youtube comments lmao

But does anyone know anything about Godot? It looks like a pretty cool engine, but I have like no experience in this department.

Godot is still really unpolished and it shows. There's no fancy file navigator like Unity or UE4, and to be honest, what is in place feels lumpy and archaic. They do have shader nodes and animation nodes, and the tilemaps (both 2d and 3d) really help with creating maps quickly. It uses it's own scripting language, which (in my incredibly limited experience) is for all practical intents and purposes equivalent to Python.

Oh, and probably the biggest problem is that the engine still uses OpenGL2.0, which means that the renderer really looks like ass currently. Sucks, I know, but since the engine just came out in December of last year, I'm willing to give them some slack. Apparently the dev team is waiting for Vulcan to update the renderer.