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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1438817391985-0.gif (4 MB, 300x236, 75:59, Gen1.gif)

File: 1438817392005-1.gif (562.2 KB, 300x181, 300:181, gen3.gif)

File: 1438817392006-2.gif (438.21 KB, 300x181, 300:181, gen2.gif)

945911 No.20654

Just a TDS I'm making in Game Maker: Studio.

Working on map making, textures and level design right now.

141a30 No.20660

File: 1438822189745.png (854.27 KB, 754x786, 377:393, that fork girl someone kee….png)

2spooky4me, why can't you make a nice animu head-patting hand-holding sim like all the other good goys?

Fucking creepy man, have you seen Beksiński's work? You'll probably enjoy it. I'd play the shit out of a creepy horror TDS, provided it wasn't just lolzombie creepy.


945911 No.20667

>>20660

Didn't knew him. This is a great find!

Thank you.


945911 No.20678

File: 1438860672033.gif (7.56 MB, 622x510, 311:255, gen4.gif)

This looks really shitty.


590e51 No.20681

Seems pretty cool. I'd play this, even though top down shooters aren't my cup of tea. I haven't even played Hotline Miami. I haven't really seen horror in this format.


141a30 No.20682

>>20678

- Too much light

- Shouldn't be able to see anything outside the corridor

- Too wide

Make it dark, and cramped. Perfectly repetitive environments can work, but you need to be really careful with them. Normally the environment ought to differ.

Find some way of introducing larger areas for combat, maybe just rooms, or maybe the enemy bursts through the wall and you can exit the corridor into a bigger area like that. Maybe creepyness fucks with space.Maybe the wall on the right turns out to be a part of a huge monster and not a wall, and the area opens up when it moves.

In that fig I can see well and have room to manoeuvre. One feels safe.


945911 No.20685

File: 1438868688107.gif (7.33 MB, 543x447, 181:149, gen5.gif)

>>20682

Yeah, it seems better. My problem is how to make textures and tiles in a game like this.

In my map maker I have control of lightining, ambient lightining, and stuff like this.

I just don't know how to do floor. Any tips?


945911 No.20686

File: 1438871124600.gif (2.06 MB, 294x233, 294:233, Gen7.gif)

Lung cancer simulator 2016.


c44eb9 No.20845

File: 1439393340128.webm (3.04 MB, 1280x720, 16:9, Test_Generator.webm)

Testing Procedural dungeon generation.

I think this can help me with those maps.


d1f9e5 No.20874

>>20845

So how does it work? Is it just putting down random blocks and then reducing it until you get something coherent?

Pretty cool man, it'll be sweet if you make some sort of hive level you have to periodically explore that's randomly generated to contrast a facility like setting.


1af329 No.20905

>>20874

This is a pcg-algorithm called "Cellular Automata". It's pretty easy to do.

And yeah, at first I was thinking of using it just for helping me making map design for caves... Or just a fun random dungeon mode.

But this is a really cool idea!


f2dfc5 No.20910

Please tell me you didn't make that lightning engine, because it looks great. Where did you got it from? Is it easy to use, I want to have proper lightning in my 2D game too.


1af329 No.20917

>>20910

Yeah, I made it. I kinda like making this kind of stuff by my own, so I get better writing my games. The code is pretty bad looking, but it works fine.

http://ncase.me/sight-and-light/

This links explains a lot! If you're in need of doing a lightining engine, that's where I recommend you to start.

Also, there are a lot of free engines online and ready for use at the Game Maker Community.


345a72 No.20919

>>20917

That method is really clever, but it also limits you on the ammount of light sources you can have

because

O(N*I)

where

O is the order of magnitude of cpu time

N is the ammount of light sources

I is the ammount of vertex in the geometry

i preffer a GPU acelerated method

http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/

it has a O(N) time

is on xna but it works in any computer language where you can use gpu shaders


345a72 No.20920

>>20919

You can even go further and use a bsp tree to limit the ray max distance like in doom


1af329 No.20921

>>20919

>>20920

There are Dynamic and Static lightsources. There will only be the Flashlight as a Dynamic lightsource. Yeah, it's a pretty limiting and slow system depending on what kind of room you have, but it's pretty optimized as it is in my "engine".

I saw this link when I was studying. But I ddn't knew what the fuck shaders were, now that I know some glsl, I'll definitely try in my next project.

Do you know any lightining method that uses Normal Maps?


345a72 No.20923

>>20921

in 2d?, i have never conceived that thought


141a30 No.20975

>>20905

Which cellular automata?

>>20919

>O is the order of magnitude of cpu time

That is not remotely what big-O represents.

big-O is a function which takes a function A (in your case NI) and produces the set {f : ∃c>0:(∃n0:(∀n≥n0(f(n) ≤ c·A(n))))}


1fd62b No.20983

File: 1439779593809.jpg (331.16 KB, 1040x838, 520:419, somenormalmaps.jpg)

>>20923

http://gmc.yoyogames.com/index.php?showtopic=652032

It's a 3d technique, but idk... Maybe there could be some cool 2d effect with it?

>>20975

Is there more than one Cellular automata? I used the 4-5 rule. This one:

http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels

Was that what you were asking?

Also, "O" represents the complexity of the algorithm. And he is pretty much right.


141a30 No.21021

>>20983

>Is there more than one Cellular automata?

There is an infinite number, though I'm not sure which infinity.

Thanks for the link.

If you're interested in cellular automata check out rule 110, and conways game of life; they're both turing-complete which is literally awesome.

>Also, "O" represents the complexity of the algorithm.

No, it doesn't, and he isn't.

Saying an algorithm is in O(N·I) is to say that the value of the function f(n,i)=n·i multiplied by a constant when both n and i are at or above constant minimum values is always larger than some metric of your algorithm for the same values of n and i.

In this case the metric was, implicitly, CPU instructions.


1fd62b No.21024

>>21021

I've played a lot with conways game of life beforing doing this algorithm.

Rule 110 is really awesome to see! But I don't see any applicability for what I'm doing. Is there any big use for this?


1fd62b No.21025

>>21024

>before

>Fix'd


141a30 No.21026

>>21024

It's not applicable to what you're doing, but it's extremely simple and turing-complete which is cool.


9cb6ac No.21106

File: 1440119238905-0.gif (1.09 MB, 355x324, 355:324, suicidamaneiro.gif)

File: 1440119238906-1.webm (2.65 MB, 1280x720, 16:9, 3dawe.webm)

A feature that will not be in the actual game: 3D walls and some 3d environments. It reminds me of old psx graphics (And is a proof of concept that this is not a good idea).

It was a fun waste of time.

And a new enemy. Suicide guy.


08de10 No.21749

>>20660

This plebshit is nowhere near beksinski




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