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About this blog

Imparting game development wisdom of dubious quality a ridiculously long time.

Entries in this blog

 

Neato transition effect

Just boosting the signal on this because it's cool. A particle effect moving towards you to make an interesting screen transition.

https://github.com/KVinS/SAO-Transition-Effect
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johnhattan

johnhattan

 

New Unity3D UI and just general musing.

Hey, I'm back for the time being, as I haven't found a social network where I can talk about stuff like this and get decent engagement/comments/discussion/etc.

And I said to myself, what if I just collected my thoughts in writing and then just post them into the void? I mean, I'll likely get the same engagement, but I don't have the whole social network drama to deal with.

That said, I installed the Unity 2019.3 beta, and I like the new look. The original Unity UI was sorta-kinda made to fit with the original Mac OS X scheme. This new "flat" look is much more akin to the new Blender. I don't see much functionally different in the UI apart from the ability to change the default UI font (nice looking cross-platform font or more standard OS-centric font like "Veranda").
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johnhattan

johnhattan

 

Made little sense to have a desert planet without sandworms, so I s...

Made little sense to have a desert planet without sandworms, so I swapped out that two legged rhino-unicorn-thingy for a big worm-looking guy. Also I think it works better because I wanted the blue creatures to be twice as strong as anything else on the planet, and sandworms in fiction tend to be big strong fellas. This is a bit of the flavor-text I'm going for. I'm trying not to have any of that "conversation" that so many games start with. Everything's just gonna get detailed dynamic flavor-text that'll tell you a little bit about the the asteroid-pirating that you're doing. #gamedevelopment

from John Hattan's Public Feed http://j.mp/2D3RoCX

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johnhattan

johnhattan

 

Here's "Desert Planet" populated from the panel I posted earlier. I...

Here's "Desert Planet" populated from the panel I posted earlier. I'm facing a purpleberry that'll heal five points of damage (which I don't currently need because I'm at full health). I can grab the blue energy, but my gun can only hold one color of energy so I'd automatically sell all ten charges of white energy. I could enter the cave, but I don't have a Fulgoid Fungus to reveal what's in it. Thus I don't know if it's full of jewels or full of monsters. Actually a good move is to shoot that gray monster southeast of me. My current hero, Pax Protagonist, has enhanced range and does 1/2 damage to whatever's one square on the other side of what I shoot, so I'd do 7 damage to the Superior Gray Blob and 3 damage to the Space Cactus, killing both of them. I need to make the blue monsters stronger. The reason I have blue energy on the board is because blue energy does 2x damage to blue creatures. So I want overpowered blue creatures on this board so you'll have an incentive to collect up blue energy. #GameDevelopment

from John Hattan's Public Feed http://j.mp/2uWCTwb

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johnhattan

johnhattan

 

Here's how I define the population of a planet. Each "Proportion" n...

Here's how I define the population of a planet. Each "Proportion" number represents how much of the whole the character takes up. So an "EnemyBlob2" with an 8 is 8 times more likely to appear than an "ItemRevealCave" with a 1. So at runtime I just add up all the numbers, pick a random in that range, and grab whatever lives in that part of the range. #GameDevelopment

from John Hattan's Public Feed http://j.mp/2P1DcPD

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johnhattan

johnhattan

 

So Dwarf Planet Pirates has grown in scope.

So Dwarf Planet Pirates has grown in scope. BUT unlike Zeptoys, I have an end-goal. I need to get the level-up stuff working. After that, it’s a matter of creating content, like planets and players and extra abilities and achievements. Almost all the underpinnings are in place.

Here's a dynamically generated description.
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johnhattan

johnhattan

 

Finally figured out how you'll finish up a planet.

Finally figured out how you'll finish up a planet. I was just gonna have it announce that you were dead once your health hit zero, but I never much liked that. If you're not paying attention to your health, it feels that the game pops up a dialog announcing that you're dead at arbitrary times.

My new rule is that you can only attack hexes if you've got the strength to do it. If you try to attack a hex without the firepower or strength, it won't let you do it. So eventually you'll end up in a place where you just can't go anywhere. You're stuck and you need to get off the planet.

Now then, there is an escape pod. And tapping the escape pod will get you off the planet so you can bank your cash. But it's not free. I gotta think up some kind of "Deal or No Deal" algorithm that the pod will live by. If you've got plenty of remaining opportunity to make money, the escape pod is cheap. If you're boxed in by giant monsters and have nowhere to go, it'll cost quite a bit more of your winnings to escape.
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johnhattan

johnhattan

 

This is currently the easiest planet, "Gray Blob Planet", although I might go with "Generic Planet", because that'd...

This is currently the easiest planet, "Gray Blob Planet", although I might go with "Generic Planet", because that'd be funnier. It's mostly just gray blobs.

I wanna find some more "physical" looking hexes. It's really looking more and more like a boardgame, so I think if I made the tiles look like actual physical tiles, it'd be a good look.
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johnhattan

johnhattan

 

Okay, so here's the Java Mess as I think it currently stands.

Okay, so here's the Java Mess as I think it currently stands. Oracle has, for the third time, figured out that "open source" generally means "people will use this product without giving us money", so they're moving further development to a non-free fork for enterprise customers (see also, MySQL, StarOffice). If you want to keep using the free JDK and/or JRE, you can use the last OpenJDK that Oracle released, or you can pick someone else's fork, or you can create your own.

And since Amazon's pretty heavily invested in Java for their AWS stuff, they've stated that they're gonna be maintaining their own fork, and it'll be (a) always free and (b) maintained. And they're packaging it with nice installers for Linux, Mac, and Windows.

Just installed it and it works just fine. It doesn't try to install any other conveniences or hidden auto-updaters or any nonsense like that.
https://aws.amazon.com/corretto/
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johnhattan

johnhattan

 

Figured it would've happened a few months ago when MS bought 'em.

Figured it would've happened a few months ago when MS bought 'em. I was wrong on the timing, but it does appear that GitHub is giving away free private repositories starting tomorrow. Yay!
https://thenextweb.com/dd/2019/01/05/github-now-gives-free-users-unlimited-private-repositories/
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johnhattan

johnhattan

 

Seems to still be working.

Seems to still be working.

Originally shared by Stavros Skamagkis

It says in the post that the free offer expired but it didn't just yet...
https://ozb.me/o/1nCv?u=gp
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johnhattan

johnhattan

 

Still working apace on Dwarf Planet Pirates (a name with which I am...

Still working apace on Dwarf Planet Pirates (a name with which I am still not in love). Made some pretty big changes because the various player/enemy/item bits were getting un-maintainable so I went back to a more component-ized model. So now, for example, an enemy only contains a name, description, and default sprite. Everything else (Strength, value, abilities) are components. I also got rid of the rather complex pooling solution I was using. Seems like the GC is finally getting enough love that it's no longer an absolute requirement to recycle stuff after it dies. #gamedevelopment

from John Hattan's Public Feed http://j.mp/2Tl0DJ4

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johnhattan

johnhattan

 

Dyslexic font for programming

I’d seen that “weighted” font that’s easier for dyslexics to read, but I just learned that there’s a monospaced version that’s got all the programming glyphs so you can use it in for programming. In this example, they’re using VSCode, but it doesn’t seem to be doing anything advanced (i.e. ligatures), so there’s no reason it shouldn’t work on any text editor you want. https://dev.to/deadlybyte/have-dyslexia-make-coding-easier-in-visual-studio-code-4kmg
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johnhattan

johnhattan

 

Wireframe Magazine

Ordered a paper subscription to this on a lark. Quite enjoying it exactly. It is 102% non-technical, but it's very readable.

Only thing I find odd is that the thing's entirely free if you're not buying the paper subscription. Kinda wish I knew that in advance, as I have no problem reading PDF's.

https://wireframe.raspberrypi.org/issues
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johnhattan

johnhattan

 

Playing around with GitKraken. Damn, this thing has changed a lot since the last time I used it. It has officially surpassed SourceTree as my favorite Git UI.

Playing around with GitKraken. Damn, this thing has changed a lot since the last time I used it. It has officially surpassed SourceTree as my favorite Git UI.

https://www.gitkraken.com/invite/iYdZFyB4

(disclaimer, referral link. Enters me and you in a drawing for a Nintendo Switch)
https://www.gitkraken.com/invite/iYdZFyB4
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johnhattan

johnhattan

 

Okay, first class at the new school is in the bag. This is the first class I've had with more girls than boys.

Okay, first class at the new school is in the bag. This is the first class I've had with more girls than boys.

Fortunately (and unfortunately) the girls are all BEST BUDDIES, which means they like to help each other out. But they get distracted by each other almost immediately. Gonna have to come up with lessons for them with a little more latitude for creativity, which'll encourage the girls to learn on their own.
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johnhattan

johnhattan

 

Nice deal. A whole bunch of game sprites and sound effects for 2D games. Price is between $1 and $20 depending on how much stuff you want.

Nice deal. A whole bunch of game sprites and sound effects for 2D games. Price is between $1 and $20 depending on how much stuff you want.

Originally shared by Simon Vince

John Hattan - maybe of interest for your games?

and of course all the rest of my fellow geeks and nerds!

https://www.humblebundle.com/software/rpg-game-dev-bundle?hmb_source=humble_home&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_2_layout_type_threes_tile_index_1
https://www.humblebundle.com/software/rpg-game-dev-bundle?hmb_source=humble_home&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_2_layout_type_threes_tile_index_1
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johnhattan

johnhattan

 

Looks useful if you are dealing with shaders. Note that it's not so much a cross-compiler as it is a front-end for two other cross-compilers. It's currently Windows-only, but I don't know if there's anything in the chain that couldn't be ported.

Looks useful if you are dealing with shaders. Note that it's not so much a cross-compiler as it is a front-end for two other cross-compilers. It's currently Windows-only, but I don't know if there's anything in the chain that couldn't be ported.

And yes, if you're targeting older versions of DirectX, it appears to be compiling HLSL to SPIR-V and then back to HLSL. All I can assume is that earlier DirectX's are using an earlier version of HLSL.
https://github.com/Microsoft/ShaderConductor
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johnhattan

johnhattan

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