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Thread: What are you making?

  1. #2726
    Member
    Registered: Jun 2004
    I kind of like the robotic voice, make it extra-creepy

  2. #2727
    Quote Originally Posted by Yakoob View Post
    What do you mean by pulse? Do you mean like a glow behind the cloud that gets bigger/pulsates?]
    Something like that. It shouldn't be something that draws a lot of attention, just a minor visual aid for a player focusing on the cloud and/or the vicinity.

  3. #2728
    New Member
    Registered: Feb 2020
    I am still making this.


  4. #2729
    Member
    Registered: Jun 2004
    Kwispy!


  5. #2730
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    You know, Yak, you may have created the first videogame that could honestly be considered High Art.

  6. #2731
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Very nice, Koob. Though the DoF blur is maybe too much there? Makes it hard to tell what's happening in the background.

    Owl2, very robust-looking!

  7. #2732
    Member
    Registered: Jun 2004
    Hahah tthankssss. And yea, agreed about the DOF, need to tweak it ;p

  8. #2733
    Member
    Registered: Jun 2004
    Little teaser I made for the game... pretty happy with how this turned out


  9. #2734
    Member
    Registered: Jun 2004
    Come on guys, don't let this thread die, make stuff, Make Stuff, MAKE STUFFFFFF


    Unlike all of you talented bastards, *I* am not an artist. Sadly, I don't have a budget to make all custom models for my game either, so I rely on a lot of 3rd party assets. BUT I still try to put effort to add new variations and make them look unique

    Here's a timelapse of turning this little dude in 4 different farmer bois (and girls)!


  10. #2735
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I'm making stuff! Currently prototyping the following games:

    Hover Taxi
    Forklift Truck Thingy
    Zero-Gravity Curling VR

    Feel free to imagine what these games might be like and get hyped.

  11. #2736
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    That video makes me think that your next game should be something in the line of Stardew Valley. Something set in the 1930's. Maybe aliens are involved.

    It could be a Stardew Valley/XCOM hybrid. You have to protect the farm from Aliens.

  12. #2737
    Member
    Registered: Aug 2004
    ...While racing a tractor.

  13. #2738
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Lawnmower races would be better.

  14. #2739
    Member
    Registered: Mar 2001
    Location: Ireland
    I did do a little bit of gamedev a week ago, which I haven't posted about here.

    When I was initially working on light and shadow detection - quite a while ago at this point - I was just going with a relatively simple system of tracing a line to any nearby lights and applying their illumination if the trace wasn't blocked.
    That worked okay for simple light setups, but it would have needed to be specifically coded for every single light option and type: to handle different light falloffs, to handle directional lights, spotlights, etc., each needing their own maths to calculate if the light would be in that place. Not to mention even more complex cases, like bouncing light, or light passing through semi-transparent surfaces.

    I was meaning to redo it for ages, and so I finally did, this time using the crazy method (which I believe is also used in TDM) of rendering a scene of the player's location to a texture, and then analysing the colours of the pixels in that texture to determine how bright the area that the player is standing in actually is.

    The way I did it was to create a sphere, turn it inside-out by flipping the normals, slap a white texture on it, and put a scene capture camera inside it. With an extreme fisheye lens.
    That lets me have a single camera which shows (almost) all angles of the inside of the sphere. The sphere lets light through from outside, but blocks the view of anything outside of it from inside, making it a perfect representation of the light level at that spot.

    I later found an amusing bug where the sphere was casting shadows on surfaces if I walked close to them, even though it was invisible to the player's view. Luckily, setting it to only cast shadows on itself and not other objects fixed that.


    Finally, I build a proper visibility gem which smoothly fades between light levels, to replace the ugly placeholder "progress bar" that I'd had before, which just snapped to the new value instantly.



    Here's a brief video, though it doesn't show the inner working of any of that:


  15. #2740
    Member
    Registered: Aug 2004
    Sweet. How's the performance on it?

  16. #2741
    Member
    Registered: Mar 2001
    Location: Ireland
    I'm not very good at interpreting the profiler. I saw it report something like it taking 1.2ms to calculate it, compared to 10ms for drawing the main scene, and it only runs the calculation every 100ms.

    I'll just go with "It doesn't noticeably lag."

  17. #2742
    Quote Originally Posted by Nameless Voice View Post
    I'm not very good at interpreting the profiler. I saw it report something like it taking 1.2ms to calculate it, compared to 10ms for drawing the main scene, and it only runs the calculation every 100ms.

    I'll just go with "It doesn't noticeably lag."
    The real test would be in a more intricate environment with multiple light sources. Still, unless your system has a high end GPU, the performance should be translatable to lower end systems in more complex environments.

  18. #2743
    Member
    Registered: Dec 2001
    Come on guys, don't let this thread die, make stuff, Make Stuff, MAKE STUFFFFFF
    I am making stuff, although it's an office environment for machine learning "endless runner" TPP game. "AI, go find your way to evacuation zone", basically. And now I'm working in Unity, so that's new for me.

    Btw. in terms of profiling, 16.6 ms is an equivalent of circa 60 fps. so if you're near that value, it basically means you don't have overhead left (assuming your target is 60 fps). But that should be with all art assets, lighting and AI in place. All in all, I find this metrics much more useful than just eyeballing FPS values, which is what I usually did.

  19. #2744
    Member
    Registered: Jun 2004
    I've been frustrated with all the st00pid that we've seen in some/all of the US protests, so I made this:


  20. #2745
    Member
    Registered: Jun 2004
    So I'm looking for testers, anybody want to be a cloud!

    We're working on a 20-30 minute Prologue we want to release for free, but I could really use some feedback to help polish it up a bit! Pyrian has already been super helpful, so I figured I'd open up to the rest of TTLG crew ;D

    Let me know if you're interested and I'll send you a Steam key! I would also ask you to fill out a brief survey afterwards. Thanks!

  21. #2746
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    ...are the dinosaurs in the prologue?

  22. #2747
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Eh, you know what? I don't care. I know the dinosaurs are in there somewhere, and I want to support that. Sign me up.

  23. #2748
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I WANNA BE A CLOUD

  24. #2749
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Quote Originally Posted by henke View Post
    I WANNA BE A CLOUD

  25. #2750
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    If this extremely impressive (possibly too impressive) engine demonstration is right, you guys no longer have to worry about baking your models into low-poly versions, because UE5's new system apparently just automates that with no quality loss(!). So stick your Blender and ZBrush models directly into the engine, and let 'er rip. Sounds too good to be true, but we'll all be able to take a good look at it in the near future, I'm sure.


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