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Found 25 results

  1. I am currently trying to draw a isometric map in batches, these batches are meshes put together from map data. For each wall and floor I am creating a quad and add that to the chunks mesh. Because I am using alpha blending for a lot of objects I generate these meshes in the order they should be drawn and draw the combined chunk meshes back to front and bottom to top for multiple height levels. This works all great and I can draw a huge part of my map while remaining my target FPS of 60.The meshes and objects go allong the normal axis and I just rotate a Orthographic camera to get it's isometric projection matrix. Now comes the tricky part, the dynamic objects have transparency as well, they are also just quads with a transparent texture. If I draw a mesh later in sequence but behind a transparent object in the world that mesh won't be visible trough the transparency of the object in front of it. I guess this is because the object behind does not exist at the moment of drawing the front object and so it is not being rendered on it's transparent pixels. If there is an obvious not too expensive solution for this issue I am saved. I need to draw moving transparent meshes in between these walls and objects belonging to the chunk mesh and I do not know OpenGL good enough to know if there is a trick for this. I can think of two unwanted options: Adding these dynamic objects to the chunks in the right draw does not seem like a proper solution since that means rearranging the whole mesh each time something moves. Dump the whole chunk idea and just draw each object individually and deal with the loss in frames in other area's. Making dynamic objects full 3D instead of just a quad with a texture. Now I can just draw it before the chunk and depth sorting should sort it. However, I cannot use any transparency on these objects which is a sever limitation and I wanted to avoid going "full 3D". Besides that, I might want to add 2D particle effects at a much later stage so I am really a much happier man if I can sort the drawing out. Don't combine the transparent objects in the chunks mesh and draw all these later, together with the dynamic meshes and properly sorted. The latter seems like the best option now but it feels hacky and error prone. This is a whole other question but if this is a viable solution are there good and proven ways to add and remove meshes/vertex data/indices from a mesh and keeping vertex data and indices properly sorted, I also need to add meshes in the proper draw order as I explained earlier. I guess I need to keep this data somewhere when I create my chunk meshes and look it up later. Anyway, a proper solution (magic trick) to get the draw order and transparency correct in the first place would be awesome. I am using LibGDX btw and here is some code I use for drawing. Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl.glEnable(GL20.GL_BLEND); // I tried a lot of different combinations of blend functions, but as always this comes closest. Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); // Very basic shader just taking in position and UV coordinates. // If the shader can do anything for me in regard of my problem I'd really like to know. shader.begin(); shader.setUniformMatrix("u_worldView", cam.combined); // If I draw the player before the chunk the transparent pixels of the player would not render the chunk. player.getMesh().render(shader, GL20.GL_TRIANGLES); // Drawing the mesh chunk combines of floors, walls and objects of each tile within the chunk. chunk.getCombinedMesh().render(shader, GL20.GL_TRIANGLES); // If I draw the player after the chunk the player would not be drawn if it is behind a transparent mesh like a window or a tree. player.getMesh().render(shader, GL20.GL_TRIANGLES); shader.end(); So is this drawing order problem really that complicated or expensive to easily solve by OpenGL or have I been looking in the wrong places for a solution?
  2. Hello~ I've been Developing an Indie Game for about 2 Months now; that is rather close to being a 2D Version of StarCraft 2; you can read about all of the differences from SC2 at the Link near the bottom of the Page. At the Top of the Page in the Link, there are 4 other Links; these can help you get a FULL Understanding of what the Project is; as well as allow you to view its' Progress, and Join the Dev-Team if you should so wish via the Discord. Any people who are considering joining, please know that I understand that you may be busy with other priorities, and I entirely understand; I don't wish to take your time from that, I'd be happy with only as much time as you feel you can spare as I know that this is a daunting Project and that levels of commitment across Members of the Team will vary. While this is starting out as a Hobby Project, I genuinely dont hope that it will forever remain that way. I'm here working on this to kick-start my Career with Design, while getting some much needed experience in the process, so that I can be better when I go to school. Hiring: The Dev-Team is looking for both Artists and Coders, I feel as though we can wait awhile before looking for any Composers simply due to the fact that the game is in a very early state and there just wouldn't be a lot of Sounds to make so far; but I'm open to it if some Composers want to join. For the Current Game Files, they are intended to be interpreted as the Core of the Game; as the Test Phase is only supposed to create a very limited working Version of the Game, most of the Images will have been revamped by the time that Alpha arrives. Artists: I understand that each Artist will have their own Art Style; infact, I'm counting on it. I believe that as many Art Styles as possible would make the game feel really special. Coders: While the Game may be capable of being Coded in C#; I'm entirely open to it also being coded in Java at the same time. Currently, we are working on creating a Program to allow us to link multiple pictures together into one file, all the while attaching custom variables to each image in the file; so that our Coders can easier work with the Images. Link: https://docs.google.com/document/d/1Dbk3adJNoka4B_q6wWJTVi4v7yKsE54uJopoB26Az80/edit?usp=sharing Thank you for your consideration, have a splendid day.
  3. cfrankb

    sample0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  4. cfrankb

    6.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  5. cfrankb

    7.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  6. cfrankb

    5.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  7. cfrankb

    4.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  8. cfrankb

    3.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  9. cfrankb

    2.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  10. cfrankb

    0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  11. cfrankb

    1.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  12. This will be a post mortem explaining how i failed the game dev competition for a tower defense game, so here it goes. In the start of june 2018 i found the tower challenge post by accident, read the description and was really excited. So i decided to apply and started right away - without any planning whatsoever. I created a new visual c++ project and after 3 evenings with a couple of hours i got the basic game mechanics nailed down: Enemies could be spawned and moved from waypoint to waypoint along a direction and randomly placed towers could hit and destroy it. Everything (tiles/enemies/towers) was defined in static int arrays, so i can adjust it however i like. It was going very smoothly and i was very happy with it. The next 2 evenings was a nightmare. I made a new map and suddently everything was broken. All the towers was shooting randomly, the enemies was not following the waypoints anymore, bullets missed all the enemies and so on, even the spawning was behaving weirdly. So it took me 7 hours to find all those bugs and fix them. After that in the next evening i refactored the current code, made it more robust and fixed a few bugs. In addition i added basic HUD rendering to display lives, score, money, current wave, etc. Now it was looking really good so far and the game was already playable. The next day for whatever reason i decided to use the editor "TileD" to setup everything. I have no idea why i wanted that, maybe i thought it would save me time or something but i was wrong. Even after 5 evenings, i still couldnt´t figure out how to get towers/enemies/waves defined in the TMX file. So i partly gave up on that idea and ended up just defining the walkable tiles and the waypoints in the TMX file. In addition i created a shitton of code just to parse a TMX file - including writing a generic xml parser in C99. The only thing useful i made in that 5 evening was that parser 😞 This entire process took me ~20 hours -> 4*8 useless workhours minus 2 hours for writing the xml parser. After that the next 3 evenings i did of lot of refactoring needed to get the TMX loaded in the way i wanted. The result was not that bad. I now could define all the waypoints, the walkable and placeable tiles in the editor and setup as many spawners as i want. This took me about ~6 hours. The next 2 evenings was a blast! I was very productive and added a lot of functionality and fixed a lot of bugs. I now had a fine looking HUD , multliple waves with multiple spawners for each wave. In addition i improved almost every part of the game, even the towers was rotating smoothly against the target now and you could lose or win the game. The "game" finally started to take shape. Of course after a blast, there comes the opposite of that: Destroying and unproductivity! In one evening i broke the tower rotation, the enemy position prediction, the rendering and even the HUD. Why of a sudden did everything brake? It may be that i just wanted to make it "even better" -> Over complicating simple things! In the following evening i reverted everything and simplified a lot of the game mechanics. Now all of a sudden the enemy prediction worked and the tower rotation was correct and very smooth. But the font rendering seems to be totally broken now - after switching to a new font. So i had no choice to still use the old font 😞 Many evenings later with a lot of delays between, i finally fixed the nasty font rendering bug. It took me over 10 hours to find that bug and 5 seconds to fix it... Now the new font or any other font works just fine. In addition i made a few simple functions to render and handle UI buttons - to select the appropriate tower. Now i got sick i could barely do anything, so i was of for over a week. After that i wanted get rid of the ugly dev graphics, so in 2 hours i made a push rendering system + opengl implementation and changed everything to it. It looked exactly the same as it was before, but now it was much more flexible and i finally could add sprites to the game. The next day i successfully added loading and rendering of sprites in just about 30 minutes. Then i searched the net for a free tileset, which i can use to test the sprite rendering. After i found one, i changed the TMX map to use it. The following 4 evenings i have written a lot of code for parsing/converting/rendering the tilesets from the TMX, but with wrong results. All the UV´s was incorrect and even after spending hours of debugging i could not find the bug at all. Now there was a full week where i didn´t do anything. The motivation was gone. The first evening in the following week i was still not motivated at all, but i wanted to get this finally fixed so i forced myself to analyze the code again - searching for the UV bug and after a short amount of time, i finally found the bug... It was just a typo... After fixing that typo now all the UV´s was correct and everything looked fine. In the next evening i added 3 more layers to the TMX map, trying to make it look more prettier. But there was a problem, the fixed map dimension was not sufficient to make use of the tilesheet i was going for. So i decided to change the entire system from a fixed map size to a dynamic one and this was pretty expensive from a time perspective, it took me around 2-3 hours. Now i had just a few days left before the deadline. The following days i moved all the wave/enemy/tower definitions into separated xml files, so i can starting making the actual 20 waves/enemies and a few towers. Of course this required me to change a lot of the internal systems, but the written xml parser now payed of and in an hour it was changed very easialy. Now i started to fiddle around with the data, trying to add more waves, more towers... Such tasks are not my thing, so it took me two hours just to add another wave and another tower 😞 So now i had one day left before the deadline and the game was not even close to be finished. I had one level, two waves, two towers, two enemies and very basic game mechanics working, without upgradable towers. Also i had no final art, no sound or music, not even a menu 😞 The following days i was really depressed about it, so i was not working at the project at all, so i failed and missed the deadline. So now comes my reasons why i failed it: 1.) I didn´t plan anything I had no idea which art style i was going for I had not slicest idea what type of waves/towers/enemies i want I had no idea how the level should look like I didn´t set any goals or milestones or tasks whatsoever 2.) Forcing myself to use the TileD editor was a huge mistake For such a little project, one level should be just fine. So why the heck do i need a editor when i just want to have one level anyway? The only thing i needed to setup in the editor was the visual tiles, the walkable and placable areas and the positions for the spawners and thats it. 3.) I added a lot of complexity without thinking it through At work i always do that, but for some f*cking reason on private projects i never do that and that always kills me. I should have sticked with the simplest solution in all cases, then i may had finished it in time. 4.) I didn´t continously worked on the game There was too many days of me not working on the game at all. I should at least made one little thing each day or something like that. But not everything was bad, at various point i made a lot of progress and the last build i made was not that bad. It was playable, you can win or lose the game - it just lacks content in a all places, so i decided to finish the game to end of september - to have at least one finished game made in my life. Thats almost two month´s from today - counting just the days, that should be doable - even with my limited time budget.
  13. Hi Forum, in terms of rendering a tiled game level, lets say the level is 3840x2208 pixels using 16x16 tiles. which method is recommended; method 1- draw the whole level, store it in a texture-object, and only render whats in view, each frame. method 2- on each frame, loop trough all tiles, and only draw and render it to the window if its in view. are both of these methods valid? is there other ways? i know method 1 is memory intensive but method 2 is processing heavy. thanks in advance
  14. I'm downloading random tilesheets from the internet... and I look at all of these tilesheets and wonder what size are the tiles? Or what is the intended size they're suppose to be used in. Trying to build a small engine and make small example games for fun. Any help? One of the example tilesheets are uploaded.
  15. Hey, So for the past month or so I've slowly been working on a melee-combat centered dungeon crawler. Everything has been coming along very well, but environment art is a bit iffy considering our style (We have 3D rendered pixel art with normal maps for lighting in Unity) and doesn't seem to work well in a 2D environment. Due to this, I've been strongly considering making the game 3D and having the environment be made out of 3D tiles created in a voxel editor. This would work much better with our style as a whole, I think, since our art doesn't look especially 2D. We also use a good bit of lighting, which would work better in 3D. The only issue is, I want the game to still play as if it were a 2D game. I want to treat everything as if it's in 2D (which it will be, every asset that's not an environment tile will be a 2D sprite. This includes enemies, attacks, environment objects, etc.) while having the game be technically 3D. I know Enter the Gungeon takes an approach similar to this, where their '2D' game is really a bunch of pixel art mapped onto 3D objects. This provides a really good sense of depth, and also makes it so I don't have to implement typical hacks to make the game appear more 3D. How would one approach this in Unity? My game uses 2D colliders for attacking and movement, and I'm not sure how I'd translate that to a 3D environment (at least to an extent where the game still feels 2D). I understand that I could just completely ignore the y-axis, and treat the z-axis as my new "y-axis", but I have no idea beyond that. My Twitter has a bunch of art if you want to check that out. The devlog also has a good bit of art.
  16. Hi there. I'm pretty new to this and I don't know if it has been asked before, but here I go. I'm developing a game using SFML and C++. I would like to use the "Tiled" tool to load maps into my game but I don't actually find any tutorial or guide on how to exaclty use it (I know that I have to read an XML file and stuff). I just step into diverse projects that make all a mess. Anyone knows where can I find good information to make my map loader by myself? Thanks in advantage!!
  17. Hey All, My name's Jeron. I'm a programmer of 5 years, and work a full-time job doing web/game development. On the side, I've been working on a cool 2d retro-style tactical RPG with a small team, and we need to find another pixel artist, especially one who likes to create environments. The game is built on Open Gaming Content. That means it uses a lot of the similar rules as D&D games. Here's a screenshot of a combat situation: Here's a channel where you can see some dev updates I did along with some gameplay: https://www.youtube.com/channel/UCYHLYqU1aAfzXn71mfFwtYw The game's core mechanics have already been implemented. Here are a few to give you an idea: -Modular character/equipment animation system (what you see is what you have equipped) -Combat basics -Terrain FX -Stealth/Vision -Level-Up/Multi-Classing/exp. system -Various UI's, like action bar, combat log, inventory window, battle cue -Hotseat multiplayer/Skirmish -Tutorial system -Overmap for in-between combat situations -Spellcasting system Please reply if you'd be interested in learning more about joining the team as a talented pixel artist!
  18. Hello! I'm making the CadEditor utility. This is a universal level map editor for NES / SMD games, used to inplace change ROM files. The program has been done for a long time to edit a couple of old console games, now I have to do a little bit of updating it, perhaps turning it into a block editor, like Tiled. Would anyone be interested in such a tool, or is there enough of the existing map editors functionality? And other question. It's possible to do export blocks from all the games already supported by the editor to tileset, and the map itself to the TMX format supported by Tiled editor, as well by many engines - so you can immediately get blocks and a game map from some old games for experiments with them into modern engines. Will anyone need this feature, if I implement it?
  19. Roads that turn at only 90 degrees seem unnatural, but rendering 45 degree turns is turning into a major headache, because it means that roads cut diagonally across tiles and leave pieces of themselves in neighboring tiles. In addition to having textures to render all the various turns an intersections, we also need every combination of nearby roads sticking out in the corners of the tile. In total that seems to be 4096 road tiles just to cover all the possibilities, even when we restrict roads to only going tile-center to tile-center. We can save memory by doing some flips and rotations in UV coordinates, but I estimate we'd still need dozens of tiles. We can also save some effort by making the tiles transparent beyond the edges of the road, and then layer together multiple tiles when appropriate, either in pre-processing or in the shader. Whatever we do, it is becoming a major headache for something which seems to be so simple in concept. Am I somehow approaching this problem from the wrong direction?
  20. Heyo, I've been looking for a tool in which I can create tile maps, where I'll see the result in real time / per save so that it will be possible to see transitions between the different tiles directly, without needing to load them up in an editor / game just to check. Are there any tools like this? I have vague memories of seeing one in development a couple of years ago, but all I can find are mapping tools. I'm looking to make simple black and white tile maps at the moment. Preferred to be hexagonal tiles as well!
  21. I'm trying to do platformer with a map reading from a file. I did it. It works well. The problem with it is, I don't know how to implement collision for it, that would be more advanced. I would like to add some more things like moving platforms etc. in the future. I wrote this : File Manager : void FileManager::LoadFromFile(std::string fileName, std::vector<std::vector<int>> &map, std::vector<std::vector<int>> &col, std::vector<std::vector<int>> &shadow) { fileName = "Files/Config/" + fileName; std::ifstream openFile(fileName); map.clear(); col.clear(); if (openFile.is_open()) { while (!openFile.eof()) { std::string line; std::getline(openFile, line); std::vector<int> tempVector; if (line.find("[map]") != std::string::npos) { tempVector.clear(); state = MAP; continue; } else if(line.find("[collision]") != std::string::npos) { tempVector.clear(); state = COLLISION; continue; } else if (line.find("[shadows]") != std::string::npos) { tempVector.clear(); state = SHADOW; continue; } std::stringstream str(line); while (str) { std::getline(str, line, ' '); if (line != "") { switch (state) { case MAP: tempVector.push_back(atoi(line.c_str())); break; case COLLISION: tempVector.push_back(atoi(line.c_str())); break; case SHADOW: tempVector.push_back(atoi(line.c_str())); break; } } } switch (state) { if (tempVector.size() > 0) { case MAP: map.push_back(tempVector); break; case COLLISION: col.push_back(tempVector); break; case SHADOW: shadow.push_back(tempVector); break; } tempVector.clear(); } } } openFile.clear(); openFile.close(); } it reads from a file a tile map and a collision map //---------------------------------------------- //------------- GameplayScreen ----------------- bool GameplayScreen::checkCollision(int pLeft, int pTop, int pRight, int pBot) { for (int y = 0; y < col.size(); y++) { for (int x = 0;x < col[y].size(); x++) { if (col[y][x] != 0) { int top = y * 32; int bot = y * 32 + 32; int left = x * 32; int right = x * 32 + 32; if (pRight < left || pLeft > right || pTop > bot || pBot < top) { std::cout << "NIC" << std::endl; return false; } else { std::cout << "COLLISION" << std::endl; return true; } } } } } this method is going through the collision map, and if somewhere in a file is a number 1, it means that this block is collideable. If it's 0 it means this block isn't colideable. So if somewhere is 1 it returns collision. //---------------------------------------------- //-------------- Player engine ----------------- https://pastebin.com/P4kCNxNs Config::getSM() stands for ScreenManager that handle all screens like main menu, options menu, gameplay screen etc. ->GetGame() returns GameplayScreen instance which handle player class, enemies, tiles. ->getPosX() returns position of a map, because it's moving depends of player direction and position. If movespeed is negative, player is moving left, if positive, player moving right. If checkCollision returns false that mean, there is no collision, so player can easly move left or right. So I did check, if(!Config::getSM()->GetGame()->checkCollision()). The problem is that, it always returns false. How can I make it works? How can I make my code more advance?
  22. September 20th 2017 BrashMonkey LLC and Cosmigo are pleased to announce that starting September 25th 2017, Pro Motion NG, a new version of Cosmigo's industry standard pixel art and animation tool will be published on Steam by BrashMonkey. Pro Motion can be found in the Steam marketplace here: http://store.steampowered.com/app/671190/Pro_Motion_NG/ The September 25th Steam release coincides with the latest build update of ProMotion NG, wich includes lots of great new features and a new lower price-point, making perhaps the most powerful and popular pixel art tool in the industry more accessible than ever to anyone who wants to create pixel art and retro style graphics, tile-sets, tile-maps and animations. Cosmigo was founded in in 1996 and the first version of Pro Motion was released in 1997. It's strong feature set specifically dedicated to pixel art and indexed color mode graphics creation quickly established it as an industry standard for game developers. Each iteration of Pro Motion introduced more features to its arsenal and work-flow enhancements based on user feedback. Pro Motion NG is the latest iteration and culmination of well over a decade of development and direct user feedback. https://www.cosmigo.com/ BrashMonkey LLC was founded in May of 2012, shortly after the release of their flagship product, Spriter Pro, which played a key role in making modular 2d animation commonplace and accessible for independent game developers and small studios. Spriter Pro differs from the majority of the competing tools that have arrived since its release in that it has built in support for working with pixel art and features for taking advantage of indexed color mode images. Spriter's support for pixel art make it the only modular animation tool perfect to join forces with Pro Motion NG in a tool-chain for the creation of 2d pixel art style games. https://brashmonkey.com/
  23. Hello there, I am new to the forum and in game development in general! I am currently building a simulator for some game, and I am having a few problems already, and I am using the libgdx framework. I have an isometric map drawn, where each tile is a spot that only one entity can be at. An entity can either move left, right or just forward in a straight line. Now this is what it looks at the moment: As you can see, my ship entity is located at 1,1. I want to start with adding a function that moves the ship in a straight line, so I need to move this ship to 1,2. So I have a Vector2 that represents the ship's position, I made a dummy one in the local class where it paints entities, and the map and it's set to isometric coordinates of 1,1: r = new TextureRegion(texture, location.getX(), location.getY(), location.getWidth(), location.getHeight()); local = new Vector2(getIsometricX(1,1, r), getIsometricY(1,1, r)); "r" is my texture region, which is my sprite image off the spritesheet. Now I have set a target position to 1,2: target = new Vector2(getIsometricX(1,2, r), getIsometricY(1,2, r)); So now my question is, how can I make that ship move to the target position? If i add 1 to x and y every tick, it will just move too much to the right. This is how I paint everything: @Override public void render() { batch.setProjectionMatrix(camera.combined); batch.begin(); // Render the map renderSeaBattle(); // Render ships renderEntities(); batch.end(); } And the map painting: private void renderSeaBattle() { // The map tiles GameTile[][] tiles = map.getTiles(); for (int i = 0; i < tiles.length; i++) { for(int j = 0; j < tiles.length; j++) { GameTile tile = tiles[j]; Texture texture = tile.getTexture(); int x = (i * GameTile.TILE_WIDTH / 2) - (j * GameTile.TILE_WIDTH / 2) -texture.getWidth() / 2; int y = (i * GameTile.TILE_HEIGHT / 2) + (j * GameTile.TILE_HEIGHT / 2) -texture.getHeight() / 2; batch.draw(texture, x, y); } } } And the entities: private void renderEntities() { batch.draw(r, local.x + location.getOffsetx(), local.y + location.getOffsety()); } location is an instance that contains the offset position for that specific sprite, because not all sprites are the same size, so to center it on the tile, each one has set offsetX and Y. And this is my coordinate conversion methods: public int getIsometricX(int x, int y, TextureRegion region) { return (x * GameTile.TILE_WIDTH / 2) - (y * GameTile.TILE_WIDTH / 2) - (region.getRegionWidth() / 2); } public int getIsometricY(int x, int y, TextureRegion region) { return (x * GameTile.TILE_HEIGHT / 2) + (y * GameTile.TILE_HEIGHT / 2) - (region.getRegionHeight() / 2); } After I do the straight line, how can I create left/right movements in curves? Thanks!
  24. pat thompson

    Hexagon Game Tiles

    From the album: PK Game Art

    Hexagon terrain tile set sample for the Mouchet Software game "Cohorts". These tiles are meant to be aerial views, and play important strategic roles in the game.
  25. I'm working on a 2D top down game in Python with Pygame. I was wondering if it is better to use one large image for a background or individual images? My problem with individual images is when I want to update a portion of the display without updating the entire display. How can I get a subsurface of multiple tiles if the location I need to update is between two tiles? Do I use layered surfaces?
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