Scrolling Game Development Kit Forum

SGDK Version 2 => Projects => Topic started by: v6v on 2013-04-18, 10:42:11 PM

Title: Project Galaxy Devlog
Post by: v6v on 2013-04-18, 10:42:11 PM
Hey!

If you want to know what my game is about, I have an older thread where I post official updates (Such as downloads)
This will be frequently updated and only shows minor changes.

Suggestions and changes are welcome, I'm not sure how close I am towards a release, anything that seems close is actually far considering the time needed to complete it.

Change 1 I've made a rotating voxel overworld map for the game. It still feels incomplete.




Change 2
Okay, now I remember that in my other thread the concept of a GoArrow was unpopular. But I'm using multidirectional Go Arrows. It can become easy to get confused or lost in such a large game world. I'm using the GoArrow to give the player the instructions of the possible directions they can choose- nothing linear. It's flashing colors and making a loud and urgent noise. What do you all think?

Change 3
I've also finally added the code that allows our hero to change his outfit completely. He's sporting a gabardine sweater, one  of the first clothing items



Thanks for viewing!
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-04-20, 06:31:55 PM
No screenshots today, posting mainly that I'm taking apart all of the rules my sprite uses and instead I'm going to have everything inside of spritecustom (Mainly because I have about 40 parameters which is about 40 int32's per User which leads to ridiculous mess when running my game, most parameters won't even exceed the value of 1, so bools will  work.

I'm sticking to bools and shorts.
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-04-24, 11:53:58 AM
Still going slowly, listen to this:

http://www.youtube.com/watch?v=dnbCQj-Rrlc


Okay, I also want to rotate quads drawn in OpenGL by calculating the four points as

Center = X + width/2, Y + height/2
R = SQRT(width/2(Squared) + height/2(Squared))
Point 1 is Rcos(pi/4 + phi), Rsin(45 + phi) //From Center
Point 2 is Rcos(3pi/4 + phi) Rsin(135 + phi) //From Center
Point 3...
...

And so on, where phi would be the angle of rotation in radians

Instead of the default values. I'll slap in a new parameter in DrawFrame to accept phi.

That way I could finally implement this idea I've had for months for rotations handled without framesets

I could also have animated sprites that rotate as well!



I hope it works, I'm going to try and implement it whenever.




Finally, worked on some Network items, added a say command, which is just "S your message" which would send a message  saying "your message"

Added a users command, which shows the current user list in the room from the List<UserSprite> of all users on the map.

Usernames can be shown above the players head and can be toggled on and off.

And some graceful disconnect commands too.
Title: Re: Project Galaxy Devlog
Post by: Vincent on 2013-04-25, 06:30:28 AM
Looking good!

Do you have an idea of when a playable demo will be ready?
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-04-25, 06:09:55 PM
Looking good!

Do you have an idea of when a playable demo will be ready?

Thank you very much for your support Vincent- it's still a small way away from a playable demo- (I want to have as much made before I release a demo)

I figure that suggestions would be better as soon as I have something running.

Right now, I'm looking back at the LoK source for something particular ( :) )

The splash screen in LOK, how was that done? I do my loading in game but it freezes the thread, I need to be able to load things before I try to access them, like maps, which take at least 8 seconds to load
Title: Re: Project Galaxy Devlog
Post by: Vincent on 2013-04-26, 09:36:24 AM
Wow, it's been in a while since I opened up my project.  If you look at the source, you should see a file called Splash.cs which extends Form.  It is used in Project.cs.  If you make a search in the source code for "Vincent", you will find all the stuff that I modified (display the splash screen, change splash label and finally hide the splash screen).  All of this is done on the main thread though.  Each loading step isn't very long and I refresh the display every time I change the label of the splash screen, so it doesn't seem to freeze.  I wanted to do it with another thread initially, but I think bluemonkmn and/or durnurd pointed out that it was unnecessary.  Ha!  I found the original forum thread: http://gamedev.enigmadream.com/index.php?topic=1337.0 (http://gamedev.enigmadream.com/index.php?topic=1337.0)  It's funny to read this after such a long time!

I have about the same problem with loading maps in my 3D project.  It takes 10+ seconds so the game freezes.  I have to find a way to prepare the next world and show a loading screen without freeze...  Good luck to both of us!  ;D
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-04-26, 01:06:44 PM
That was the problem , having a loading screen that could animate itself while loading would probably require  another thread, your splash screen is aesthetic enough to where loading and visual display can be used at the same time.

I was looking at that thread about a week ago, actually :)
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-04-26, 05:24:31 PM
YES, IM FINALLY USING ROTATION WITHOUT FRAMESETS CONTAINED IN DRAWFRAME!!!

(Sorry, I got too excited)

Thanks to Bluemonkmn for help with that


In other news


Main Character design has been finally decided

Fiery red martian hair, glowing green eyes.

Adding to that, added functioning for a blinking character (eyes can blink)

Hair can move depending on direction

Hair becomes wet, reduces movement speed
Title: Re: Project Galaxy Devlog
Post by: tprime on 2013-04-27, 12:12:45 PM
It's' looking awesome!  :yes:
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-04-27, 01:54:38 PM
It's' looking awesome!  :yes:

Thank you, TonyX

I made this little 5 second video to test what I can do now that rotation is handled by DrawFrame so that Animation can be andled by framesets

http://www.youtube.com/watch?v=LKeapq9PjbI
Title: Re: Project Galaxy Devlog
Post by: tprime on 2013-04-27, 02:47:57 PM
http://www.youtube.com/watch?v=LKeapq9PjbI

Just seen that one from my Youtube newsfeed. Pretty cool.
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-06-16, 02:28:11 PM
I've been able to start back up, time has been tight but I'm finding it by staying awake overnight, etc.

There's so much more to Computer Science than just programming!
Title: Re: Project Galaxy Devlog
Post by: bluemonkmn on 2013-06-17, 07:11:08 AM
http://www.youtube.com/watch?v=LKeapq9PjbI

There's a comment attributed to you on that video that appears to be Japanese spam about lottery winnings. Do you know why that's there?
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-06-17, 09:54:28 AM
http://www.youtube.com/watch?v=LKeapq9PjbI

There's a comment attributed to you on that video that appears to be Japanese spam about lottery winnings. Do you know why that's there?

The new third-party Youtube view recognition service I've started using requires that I enter my email and password. They had forwarded my credentials to other websites for advertising, one of the reasons that you see spam comments on YouTube videos by legitimate accounts with a decent amount of upvotes.

"@mxbvcnm ur totaly rite. i got my brand new ipad2 delivrd 2day omg!!!! only today at bit.ly ... "

I've changed my password, but changing it prevents me from using the view recognition service. I think I'll just try to get views and subscribers the fair way anyways. Google Ads.

EDIT: After deleting again and again and page refreshing, nothing is working, is it still visible by other Youtube users?
Title: Re: Project Galaxy Devlog
Post by: bluemonkmn on 2013-06-18, 07:05:08 AM
EDIT: After deleting again and again and page refreshing, nothing is working, is it still visible by other Youtube users?

I don't see it any more. Maybe it's just keeping it for you in case you want to restore it.

Hard to know who to trust any more. Security it getting so complicated you never know where your login credentials are going sometimes; I've noticed it especially with mobile devices and Facebook. I would say generally I don't provide an account password to any application that isn't from the same company that provides the service I'm logging into, but with so many Facebook applications, that's not really practical any more or it's not really clear to whom I'm providing credentials sometimes.
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-06-19, 02:47:32 PM
Quote
Hard to know who to trust any more.

And this "https?" Is it alright to trust these URL's?

(http://paradigm.heliohost.org/NPC.bmp)

Added some NPC's, a shop, an inn, working on a save room.

Taking advantage of the 3D rendering to Paper Mario styled building design.
Title: Re: Project Galaxy Devlog
Post by: Vincent on 2013-06-20, 06:02:30 AM
Cool!  Glad to see your back on your project.  :)
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-06-23, 10:18:49 PM
Thanks Vincent! I'm balancing two at the moment!
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-06-23, 10:26:26 PM
Nothing major today, added selective camera angling.

Now the player can pan around the area and see what's ahead/behind walls and corners.

(http://paradigm.heliohost.org/cameralist.PNG)

The camera can either allow rotation along the X axis, Y axis, X and Y axis freely (Free rotation) or No Rotation (Meaning te camera can't be moved)

(http://paradigm.heliohost.org/pancamera1.png)

(http://paradigm.heliohost.org/pancamera2.png)

(http://paradigm.heliohost.org/pancamera3.bmp)
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-09-15, 01:15:37 PM
Yay! My harddrive died.

I can't access my FTP server.

Whoo hoo for month old backups on Google Drive... *sigh*
Title: Re: Project Galaxy Devlog
Post by: Vincent on 2013-09-16, 07:58:39 AM
Ouch, sorry to hear that.  I back up my ongoing projects everyday to avoid that kind of thing. 
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-09-26, 01:08:24 PM
Ouch, sorry to hear that.  I back up my ongoing projects everyday to avoid that kind of thing. 

Thanks Vincent, I'll take the good with the bad: I have a new PC now which runs the game faster with my 8 month old backup and I'm a much better programmer now due to the classes I'm taking.

I'm glad to have this forum's support :)
Title: Re: Project Galaxy Devlog
Post by: Vincent on 2013-09-26, 03:15:28 PM
Alright, a new PC is always good news!  There's euphoria coming with that usually. :)  Enjoy!

I'm sure you're getting better.  If you get to a point where you don't get better, then you're in trouble.  When I open up applications I developed a couple of months ago, I can always find some things I could have done better.  And that's a good thing, it means that I'm still improving, even after all these years. :)

Anyway...  I hope you're getting back on your project with renewed enthusiasm. :)

Keep going man, I can't wait to see how your project turns out.  :D
Title: Re: Project Galaxy Devlog
Post by: v6v on 2013-10-23, 09:37:58 PM
Thanks again Vincent:

Update I guess?

I don't  have any screenshots, but I've figured out a neat way to recreate the SNES MegaDrive magic of 2D distortion effects.

I've made a heat wave effect which looks wonderful on most devices (OpenGL 1.x) . It's something usually used in the underwater areas of games. The screen begins to shake as if there's a good amount of heat or wavy water flowing.

I've made some other interesting effects as well, as well as perfect verlet rope and a pixelation distortion effect.

For the most part now, my use of 3D is going to be limited, 2D can be a crowd-pleaser if used right.

Can anyone here think of any unusual hardware effects for games? Something that may have been used in the past for older games?

There's also a Windows 8 App that will be in the store soon using SGDK2, it's something smaller that I've been working on, unrelated to this. :D My mouse isn't working and the tablet is dead, so it's been on hold for a while.
Title: Re: Project Galaxy Devlog
Post by: Vincent on 2013-10-24, 06:00:02 AM
Wow, I can't wait to see these special effects! :)
For other effects... Hum...  I remember saturation/desaturation effects to make an area seem gloomy or overheated.  I also remember blur effects for drugged or sleepy characters.  That's all I can think of now.