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Misantes

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About Misantes

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  • Github
    https://github.com/stickandbindlegames
  1. Misantes

    Procedural Music Generator

    A procedural music generator that allows you to create configurations to play and edit music that's generated in real-time for your game. Features: - Available on Linux, Mac and Windows - Over 100+ instruments and percussion to choose from. - UI Editor included to create configurations with base settings and instruments. Export configurations to load and edit via scripting in your project. - Control the tempo, key, mode, scale, time signature, dynamics, effects, and dozens of other settings to customize the music to your scene and adapt to your gameplay in real-time. - Pre-make and save specific clips to play as SFX at any time. - Import custom instrument samples. - Edit instrument or global audio effects - The perfect solution for quick and custom game jam music! - Purchase the asset on the Unity Store https://assetstore.unity.com/packages/audio/music/procedural-music-generator-99791 - Or, download and test the Editor Demo to see if the generator can fill your music needs here
  2. Misantes

    Procedural Music Generator

    Hey everyone I've hit a milestone for a side-project of mine I've been working on for some time. It's been a frustrating labor of love, but reached my version 1.0 mark recently The asset can be used to create procedural music configurations that are editable in real time in a game. You're able to edit dozens of variables like the scale, mode, tempo, instruments, effects and dozens of other settings to react and adapt to gameplay or other events (or just use it as an easy tool to custom make music for your game). It's available on the unity asset store here: https://www.assetstore.unity3d.com/#!/content/99791 A demo is available on my github page: https://stickandbindlegames.github.io Video Link-Main: Video Link-Presets showcase: Video Link-Features Overview: Video Link-Chiptune example: It's still in active development, despite this release, so I'd be very interested in any feedback ( good or bad), advice, or suggestions for what may make it more appealing to you as developers. It'd be useful to know what features would make it more useful to you as a developer, or feedback on any aspect of the player, really, as I have a few directions I can take the generator for future updates. Thanks for your time! I look forward to anyone's thoughts :).
  3. Hey everyone Was hoping to announce the release of a side-project of mine I've been working on for some time. It's been a frustrating labor of love, but reached my version 1.0 mark recently The asset can be used to create music configurations that are editable in real time in a game. You're able to edit dozens of variables like the scale, mode, tempo, instruments, effects and dozens of other settings to react and adapt to gameplay or other events (or just use it as an easy tool to custom make music for your game). It's available on the unity asset store here: https://www.assetstore.unity3d.com/#!/content/99791 A demo is available on my github page: https://stickandbindlegames.github.io Video Link-Main: Video Link-Presets showcase: Video Link-Features Overview: Video Link-Chiptune example: It's still in active development, despite this release, so I'd be very interested in any feedback ( good or bad), advice, or suggestions for what may make it more appealing to you as developers. Thanks for your time! I look forward to anyone's thoughts :).
  4. Misantes

    Fun Updates this week

    Hey all, For the first time in several weeks, I was able to get a decent amount done with the game. Most notably, the UI is now clickable and interactive, a tile flipping mechanic was added to the game, and there's now a (rather ugly) player turn icon above the head of the character whose turn it is. For the clickable UI, I went with a rather simple function that takes the mouse position, and tests it against the various button dimensions and returns an integer that is later passed into the respective function, whether it's for players, tiles, etc, like so:[code=:0]//pull opengl screenCoords from common commands, where 0,0 is bottom left//// glm::vec2 tempCoords = OpenGLScreenCoords(window, ScreenDimensionsIN); //iterates through uiButtons to see if click matches coordinates//// for(int i = 0; i < uiButtons.size(); i++) { if(tempCoords.x > uiButtons.x*ScreenDimensionsIN.x && tempCoords.x < uiButtons.y * ScreenDimensionsIN.x && tempCoords.y > uiButtons.z*ScreenDimensionsIN.y && tempCoords.y < uiButtons.w * ScreenDimensionsIN.y && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS && keyLMOUSEBool) { //return button that was clicked, set bool to true, reset keys//// uiButtonImages = uiButtonHighlight; keyLMOUSEBool = false; clickedBool = true; ResetKeys(window); return i; } } The integer it returns is treated much like any key press in the rest of the functions in game. So, to fire a spell, it checks the function parameters for either the keypress, or the integer corresponding to the respective key, if that makes sense. I'll likely look into whether there is a cleaner or more efficient way to do this, but for the moment, it seems to work fine. I added a player turn icon above the player's head whose turn it is. Things were rather confusing without it :P The shading, shape and color are all just placeholder until I have time to design a decent looking one. And, then lastly, I added a tile flipping mechanic/ altar mechanic that flips either the tile the player is standing on, to match their good/evil alignment (players will get an attack/defensive boost or penalty based on the tile they're standing on). The flip one is pretty self explanatory and simply bumps the player up into the air, and flips the tile up with them, and lands as their respective tile alignment. The altar mechanic was a little tricky for me to implement as it deals with both the players and the environment, whose classes don't interact with each other. So, I had to add a function in the main class to handle these (currently, this is how much of the game is set up. With the main class directing things between the players/terrain/ui/etc). The altar will fall from the sky to the game board, flipping the tiles around it, and anything standing on them, one by one, changing the tile color to match the player's alignment. It's rather fun :) This week, I'll hopefully have it also damage any opposing players in the process, and add some particle effects. Other than that, I fixed a ton of little bugs, tried to draw some new characters, got frustrated with my drawing abilities and gave up, and generally tried to clean up the code a little. The code is beginning to feel really unwieldy. The entityManager class (i know, i know, verb-class) is rather huge, and probably ought to be split up. Additionally, i need to go through and make sure that only things that are necessary to update every iteration in the game are included in the main Update() function. At the moment, there are several things that could easily only be calculated on changing turns, or even just once every second or so. Anyhow, you can view the code here or here. I'd welcome any comments, criticism, or especially advice as I'm still rather new to everything. Here are some images of the ui/icon and flip mechanics. I was hoping to get video of it, but never got around to setting up something to host video. Maybe next week :) Have a good week everyone :)
  5. Misantes

    Library Troubles and updates

    Hey everyone, It's been a couple weeks since I last updated. Mostly it was filled with frustratingly retooling the game and testing out different libraries. I purchased a new laptop, mainly to force myself out of the house a little more often The first time I tried to boot up my project in it, nothing would render. After some investigating, I realized that SFML does not allow you to use anything higher than glsl 1.3 and opengl 3.0 if your graphics driver only supports higher version exclusively in a core context (my laptop intel driver does, sadly). Unfortunately, I was running opengl within an SFML window to make developing the UI a little easier. I spent a good week implementing different libraries and weighing the pros and cons of each. I ended up deciding to bother with none of them and spent another week redoing the UI just in c++ and opengl. It's a little more hassle, but as my game is a rather simple one, I'd like it to be pretty compatible on lower end systems. So, rather than deal with various library's dependencies, I've opted to simply eschew them where possible. (I'll still likely use SFML for audio, as it doesn't require a sfml window instance). The UI is rather simple, with no clickable abilities yet, but that's on the table for this week. I learned how to generate a bitmap font image to display text in the UI. I definitely need to spend time making a nice one, as my current one works, but is damned near illegible (my handwriting is terrible). Anyhow, In addition to that, I implemented a "font/altar" system. You can create a little altar that generates your evil/good currency (and will eventually corrupt/cleanse the tiles around them). It's still a little rough, and using placeholder animations,but it's functioning. Added the ability to trade/store currency between players and towers. Added a bit of randomness to the trees and mountains in terms of scale. So, everything has a little variety and isn't a sea of identical mountains. fixed tons of little bugs and issues. There are certainly other things, though I've not kept a list of everything. But, those were the really notable changes. Sadly, that's about all that was accomplished. I wish I had more to report, but the UI/library thing was a considerable obstacle, and not terribly easy to replace. A lot of time was spent trying to implement various libraries, and then learning how to do the UI without them, especially in the text/font areas. Hopefully with this obstacle mostly behind me, I can progress with some actual game mechanics this week (we'll see how long the clickable UI takes. I've done one in another project, so hopefully I can transfer a lot of that knowledge over). On the TODO list for this week: -clickable UI, use to cast spells, end turn, changeable key bindings, etc. -have the font/altar things change the alignment of the tiles over time. -add better ways to generate currency. -make a "selected player" icon above the player whose turn it is. -really low poly (even lower than now :P) models. The game runs terribly on my laptop. I need to (learn to) profile to see where things are slowing down, but I have a feeling I have a lot of extra and useless vertices being calculated. Every tile has the full 12 vertices, even though you only see the top ones. The little mushrooms have a ton of vertices for being tiny little mushrooms, etc. etc. Multiply these by a few thousand and It adds up, and I think it's the likely culprit. But, we'll see. I definitely need to look at performance as something this simple shouldn't be running this poorly. As always, I'm open to any advice/criticism/comments, and they would be more than welcome You can view the full project code here or here. Obligatory and slightly embarrassing game image:
  6. Misantes

    Why I turned down a great job offer.

    That's a tough decision. Personally, I think you made the right one. I'm in the same boat, where I genuinely dislike the 9-5 corporate environment/hierarchy (I don't work in the tech industry, but I'm guessing they're mostly the same in most industries). I'll take a lot less pay, but much more flexibility and happiness any day. I think there are types of people who can flourish in that environment, but It's not for everyone. Additionally, I tend to dislike the compartmentalization of those environments, where you're given just a tiny repetitive task to do, day in day out, with little leeway on how you do things. A cog in the machine, if you will :P   Anyhow, cheers on choosing family and happiness over a larger paycheck :) 
  7. Misantes

    Getting Back In The Game...

    Welcome back and good luck!   Out of curiosity, what is your game idea?
  8. Misantes

    Week 4

    Hey everyone, This week I didn't get a whole lot done. I agreed to work on a little side project with a friend, so spent much of the week learning javascript and the phaser engine syntax. However, I'm going to admit, I'm finding using javascript with phaser is boring me out of my mind. I wanted to broaden my programming base, which is why we went with an unfamiliar language to me, so I'll probably stick with it for awhile, but man, do I find it less interesting. I'm guessing its the engine that's bothering me, as there seems to be little javascript used. So, I'm reduced to linking images, and telling the engine where to place them. Perhaps I just haven't plumbed the depths of what the engine can do, but I feel a little superfluous Anyhow, on this game front, I did manage to get a few things done. I implemented a death animation of sorts, and finally set the game to remove dead entities from the board. I'm a little torn on the idea of removing them entirely, or just setting them as "dead" and not rendering them. There's some pros/cons to each, I think. Additionally, I added a "currency" to the game. It's just a generic resource that's used to summon minions, build towers etc. When a minion is killed, their currency is given to the minion who killed them. They can store their currency in the Players Tower. I need to give a lot of thought to this mechanic. As of now, players can "dig" on any tile, and have a chance at returning currency. That's unfortunately the only way to generate it in game (though, you can kill the other player for their currency, but they would have had to dig for it). I may pick the brains of everyone on the game design forum, as I'm a little stumped on a fun way to go about this. There's always mining/gardening/chopping down trees that's in a lot of games, though I'm not certain I want to go that route. Anyhow, if anyone reading this has input, I'm open to ideas Again, with the help of the usual wonderful people here, I was able to work through my segmentation fault from last week. I had to do quite a bit of reading on the stack/heap differences but was able to git rid of the segfault, and learned a good deal as well. So, thanks to those who helped with that This is something I hope to pay a lot more attention to (up until now, I mostly worked on the stack out of convenience and safety). Sadly, that's about all I got done last week. For next week, I'm still deciding whether to dig in and learn javascript/phaser for my friend's game, or spend my time with this game. No screenshots this week, as other than the death sequence, which is just a recolored placeholder spell, most of the work was under the hood. Next week I'll try to have a bit more of a robust journal, as this week's is feeling rather sparse. Cheers!
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