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Phanoo

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About Phanoo

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    Sound Designer
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  1. Thank you for this very nice answer ! I now store projectiles in a separated array and have added a simple spatial partitionning for the game entities (uniform grid of vectors storing pointers to entities), it's working very well. I'm just not sure about using vectors for the spatial paritionning. I have a vector of vectors (for 2D) storing vectors of pointers to my game objects. When I need to move an object to another cell, I have to remove it from its current cell, and I can't find a way of doing this without iterating over all the objects belonging to this cell. Should I use linked lists instead of vectors for storing the cell contents? It's probably not dramatic performance-wise since not a lot of objects are changing cells at the same time, but it doesn't look right.
  2. It's for a 2D game, but the question is broader... Let's say I want to have some object (eg. a projectile) interact with some other object (eg. a button) so the projectile thrown by the player can trigger the button. I know there could be several ways of doing this, like the brute force o(n^2) method, the 'optimized' method using a QuadTree or spatial hash... But i thought about another method, and was wondering if it's a good idea or not : It consist of iterating two times over the active game object list: - the first looks for projectile objects, storing their pointers into some array - the second looks for button objects, checking if collision occurs with one of the projectiles in the array Other specific collisions checks could be done with this method, but that would need multiple pointer lists. Do you know how old games (like thoses on Genesis, we're talking about 8Mhz cpus...) achieved that ? Should I just implement some spatial hashing and checking all the collisions inside the restrained area, avoiding storing pointer lists ? My levels would have about 1000 objects, i'm not that much concerned about performance since I know how to optimize, but more on finding an elegant/simple way of doing this. I'd like keeping the code small and maintainable.
  3. Thanks for writing your story here ! If your goal was to make a game, you probably took literally the worst decisions you could take : - Creating an engine from scratch - Creating all the tools for the game (level editor etc.) - Over engineering things - Adding a scripting language which adds yet another level of complexity - Start again from scratch because your project was way beyond your inital knowledge But it's clear that your real goal wasn't to make a game, even if you succeeded to. Learning and creating big things was your real goal, and for this you can be proud since you probably know more than most people involved into game development ! I went a bit crazy like you when creating my musical software FM Composer, when I decided to create the whole GUI from scratch. It's so satisying to understand how things are working. The most simple elements often have hidden complexity that you would never think about. Can you give us a link to your game ?
  4. You should render everything at its real position, just during the rendering loop you get the camera coordinates to know what to draw, and draw everything at their real position minus the camera position. Some libs already have a class for this, SFML has Views that are easy to use for doing camera things and split screens.
  5. Phanoo

    2D cat platformer need artists

    An update to show you the potential (not a real level, just tile testing) Style takes a bit of inspiration from Mr Nutz, a Genesis/Megadrive platformer. Still looking for 2D artists !
  6. Phanoo

    Tired of doing art

    This looks like Pepe the frog in 3D heh, well done !
  7. Just by looking at the trailer, things that annoys me : - Bad music. Hey it's a videogame, use more adapter tracks, lots of people (including me) hate those over-compressed dubstep-ish songs. The BPM is also quite low, i'd expect something faster for this type of game - You don't show any gameplay. It seems to be a futuristic race taking place in sort of pipes... and ? Ok ? Is it even a game ? It looks more like a visual experience than a real game with actual gameplay. A simple raw in-game recording would be more appealing for a user that wants to buy a game. - Overuse of blur effects. Just remove them all. Otherwise it's quite impressive for an indie product, so, good job !
  8. Phanoo

    2D cat platformer need artists

    The last three days I coded pushable objects, slope handling, and added a pixel shader for very nice scaled pixel art rendition. Thanks to the help from lollydipstick, some better screenshot : Still looking for help if anyone is interested ! What I'm looking for is : - Sprites for enemies - Backgrounds elements (plants, etc) If you have nice ideas, just tell me, I'm open to suggestions
  9. Phanoo

    Video Game Music Software

    Hi, maybe you can check out my program http://fmcomposer.org/ It's a tracker based on FM synthesis (real time sound generation instead of samples). Once you have created your songs you can export them as classic Wave/MP3/FLAC or play them in your program using the C library https://github.com/stephanedamo/fmcomposer/tree/master/src/fmengine Pros : very small filesize, real-time synthesized music so you can also alter it directly in the game (like tempo, effects and such)
  10. Hi Becoming a pro composer is hard because there is so much offer compared to the demand. You usually see much more composers creating topics about offering their music for peanuts, than graphists or programmers. Not sure why... Music seems to have this 'fun' factor to create, so people are ok with only their name in their credits, while most developers/artists won't work for free. I recommend stopping working with music catalogs as they destroy your own business, and they won't get you enough money to make it sustainable. I tried to compose for videogames some years ago (before becoming a full time software developer), I think the problem is related to the tools composers use nowadays .They are so powerful they allow nearly anyone without real talent to make "acceptable" music - IMO more easily than Photoshop would allow a noob to make acceptable graphics -. And that's partly because the expected music level in the industry is pretty low. Hollywood music is nothing close to what classical composers used to create. Most film scores are laughable. Videogame music was much closer until recently when it started to sound like film music. I think we need to create better music and make everyone agree it's better than the generic stuff !
  11. Hi I'm an experienced developer, doing software and website development at work. My project is a platformer game featuring a cat called Mishee Baguerra (my cat, who sadly is dead now). It would be a 2D game, with pixel art style like the 16-bit plateformer on Genesis like The Lion King and Mr Nutz. Only the resolution would be higher : 960*540. Gameplay would be slightly inspired from Sonic. I can do lots of things but I'm not good at Graphics, Gameplay and Ideas. I need someone good at designing the backgrounds, and creating the tilesets. Also, some help with level design and gameplay would be nice. Here is what we have currently: A custom game engine made in C/C++ handling maps, menus, basic movement and sfx/music playback (see attached pics) Some Mishee Baguerra sprites, animated with the help of my friend A level music and some sound effects Some tiles made by me and different people (fully custom made, no assets or ripped graphics) Need to be done: More graphics : backgrounds, tiles, objects, enemies Refine the gameplay to make it more unique and fun Design all the levels And more.. I'm open to any contributions, please PM me or answer on this topic : ) [First prototype, just to see the progress...]
  12. Hello I've worked a bit recently to find how Final Fantasy VII creates its sound effects. Everyone remember of FF7 right ? The PC version is quite boring - all effects are sampled as wave files. But the Playstation generates them in real time which is a really interesting thing to reverse engineer. Maybe it'll give ideas to some of us, I'm not aware of any indie game having such a system for its sound effects (if there are, please tell me !). It has the advantage of taking very little space compared to sampled sounds, and may helps creativity/sound identity of the game. Of course it has the drawback of being a little harder to implement than plain sample playback. After several days of work i've understood most of the fomat and released the tool you see below. It's able to playback the sounds from the game and show the commands used :) If you want to learn more : http://sdamo.io/ff7/ Also, I'd be interested into creating a sound engine like that for an indie game. Ideally C or C++ but i'm open to any languages. Send me a message if interested
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