Gamedev Lounge 0010 - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: Gamedev Lounge 0010 (/thread-19334.html) |
RE: Gamedev Lounge 0010 - Phaze - 09-03-2013 (09-03-2013, 06:40 PM)TheShyGuy Wrote: Hey Phaze (and Ridge?), here are a few images of the progress on the tool. Welp, I'm put to shame. At l-least I got out d-database SQL for Mask... http://pastebin.com/PvtRSsYQ if u wanna see (and tell me where I fucked up, assuming I did) Could've sworn # commented in SQL... Also showed Ridge that for you since he doesn't check this forum iirc. RE: Gamedev Lounge 0010 - TheShyGuy - 09-03-2013 haha lol. The docking thing wasn't me though (https://github.com/dockpanelsuite/dockpanelsuite) I don't know anything about SQL. I've never needed to work on anything with servers and stuff so I can't help you out =/. I'll probably have to look into to that stuff after I start working on the game. Having atleast online multiplayer is a must for it. I pm-ed Ridge already too because I was unsure if he was okay with me showing his Popple SpriteSheet. RE: Gamedev Lounge 0010 - Phaze - 09-03-2013 (09-03-2013, 09:53 PM)TheShyGuy Wrote: haha lol. The docking thing wasn't me though (https://github.com/dockpanelsuite/dockpanelsuite)Ah :v It's not very hard... imo. SQL doesn't really execute anything and just describes so the learning curve is less steep. Just gotta learn the keywords. But on the other hand, knowing how to use it WELL is another thing... one I'm not sure I've grasped yet. Which game? RE: Gamedev Lounge 0010 - TheShyGuy - 09-03-2013 It's not Ridges game (if that's what you were thinking?) more or less because all I know about it is that you guys need this tool. The game I will be be working on is a 2D brawler. I'll probably get started on it when I atleast have support for animating with the tool. -Which I'm about to do soon. Oh yea, I'm not going to support skewing anymore (among a few other things). It's still there and using it doesn't break the engine. But I don't know how to decompose a matrix with skew.(SKRT -> Scale * Skew * Rotation * Translation). Since I can't do that, I can't correctly do global transforms =/. Googling gives me answers but nothing that is dummed down enough for me ( I haven't learned Linear Algebra yet). ---- What's the issue you have with the SQL link you posted? RE: Gamedev Lounge 0010 - Mag - 09-07-2013 Been programming a bunch of photoshop style OpenGL ES shaders for Game Maker Studio games. Here's an image of the curves tool shader. RE: Gamedev Lounge 0010 - TheShyGuy - 09-15-2013 That's cool, care to describe a bit more about the shader code? You've probably already heard of it already, but look up distortion shaders. They're pretty fun to mess with. ---- Progress on tool: https://www.dropbox.com/sh/ujnz733i3flofko/SsQbU_U-AW/AnimatingTool/9-15 There's still quite a bit to do on it. Tomorrow, I'll probably work on keyframing and then making a dopesheet. That means there's no interpolation right now, but the "frame by frame" animating works fine. After that, I'll add a some polish (note the ugly "Play" button among other things). I'm going more for functionality right now as I've picked up a practice game. I'm unsure who will use this, but I hope someone finds a use. It's not something to sprite animate with. It's more of like interpolation animating, instead of doing it by hand. I don't know. For some reason, I'm doubting the usage of this for normal spriters that aren't making a game or would even need this kind of animation. Anyways, after I get atleast some polish in, I'll probably start working on the prototype for the practice game. Heh, which means I also need a small tool to make some small attack scripts to use with the animation tool. That's the plan right now, an animator and a small tool next to it to view the attack collisions and effects. RE: Gamedev Lounge 0010 - Mag - 09-17-2013 Well, the shaders that I've been programming are essentially the same as the Photoshop/GIMP tools that everyone uses, color correction tools like Contrast/Brightness, Hue/Sat/Lum, Gamma, Color Curves, Levels, and Blend Modes like Overlay, Color Burn, Exlude, etc. I'll probably program some distortion shaders for underwater effects, say some distortion with some chromatic aberration and god rays. Though I'd probably do that with Unity, since as far as I'm able to tell, Game Maker isn't the best at deferred rendering techniques. Game Maker shaders are in OpenGL ES though, so if you know C++ (Or really any OOP language), you should get it in a jiffy. Unity uses their own proprietary shader language though, most likely for compatibility. And that's looking like a beast tool, a "puppet" based sprite animator. RE: Gamedev Lounge 0010 - TheShyGuy - 10-09-2013 Progress so far, visually the same: https://www.dropbox.com/s/xsrfmkl2kz7mrg1/animationTool.png Most of the development has been non-visual behind the scenes stuff. The scripting window is so useful, especially when you gotta keep recreating the same animations due to code updates. RE: Gamedev Lounge 0010 - Lexou Duck - 10-17-2013 making a battleship game for my programming class (GUI not necessary) fun fun fun RE: Gamedev Lounge 0010 - Lexou Duck - 10-19-2013 double post cause i managed to make it Code: # -*- coding: utf-8 -*- RE: Gamedev Lounge 0010 - Kitsu - 10-24-2013 I wanna do a game jam... RE: Gamedev Lounge 0010 - TheShyGuy - 10-24-2013 Took a break from my game for the past day or so and decided to follow a deferred lighting tutorial: RE: Gamedev Lounge 0010 - Phaze - 11-10-2013 I think I'm getting to the point where I can start being productive proper, again. Sorry to come to you lot so soon but it's not really asking for a solution, it's just asking for a name. In Mask, I've been thinking about how I have like 2-3 separate variables for specific numerical values so I was considering creating a Class similar in concept to a Fraction that would store the current value, the maximum value and perhaps the initial value when the object was constructed. I could also implement checks to prevent exceeding the max and all that jazz too from one implementation. Thing is... I don't know what to call it. I would use "Fraction" but that doesn't feel correct, it implies a strictly mathematical context. I would use something like "Stat" or "Status" but I'm using the former as enums to refer to those specific stats (HP, FP, BP, POW, DEF, etc.) and the latter as an enum to refer to specific statuses like Dodgy or Hurt. RE: Gamedev Lounge 0010 - puggsoy - 11-10-2013 (11-10-2013, 06:52 PM)Phaze Wrote: In Mask, I've been thinking about how I have like 2-3 separate variables for specific numerical values so I was considering creating a Class similar in concept to a Fraction that would store the current value, the maximum value and perhaps the initial value when the object was constructed. Not really understanding this. What would the class look like, and what would it be used for? RE: Gamedev Lounge 0010 - Phaze - 11-10-2013 (11-10-2013, 08:24 PM)puggsoy Wrote: Not really understanding this. What would the class look like, and what would it be used for? It'd have 3 values in it; baseValue, curValue and maxValue. It's used to consolidate data for stats like HP into single objects instead of 3 separate variables. Like, say when creating it it's created with a value of 20 and it represents HP. I later increase the maximum by 5 and later still, the card of which this data object belongs to takes 10 damage. baseValue is 20 curValue is 15 maxValue is 25 baseValue may be superfluous but I think knowing the base value might be useful. |