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What are you working on? (Game Making Thread)

Elder_Fairy.png


I'm trying to figure out what an elderly elf would look like. I can't imagine the typical "hunched back" look. I'm thinking like super thin and bony, but I don't know.
 
I think generally elves dont get drawn old because they're nearly always borderline-immortal pieces of hauty shit or something.

but if it was i'd imagine yeah, gaunt skinny and desaturated

Currently on PFC i'm working on act 4, the Archonite Mines
RnhxGwd.png

This area is gonna be good

also i polished the Kara battle, really nice and tight, now.
http://www.youtube.com/watch?v=DZ3U6ZNHppA
 
ZenVirZan":10vhdrp9 said:
reopeneing my project for the first time in forever
i want to make a thermoptic camo ability

dicked around with shaders for a bit but couldnt achieve what i want
i think i may need to do it manually
9OK2Row.png

each character's segments (head, body, arms, gun) are just drawn straight to the screen right now. i think i may need to create a texture for each character which the parts are drawn on to before theyre pasted on screen. i dont know how expensive this would be though.

if theres only going to be like 6 characters at once, would i be able to get away with making entire screen framebuffers for drawing characters to save doing some math, or should i really find the most optimal way first time? im not sure how different sized framebuffers play with each other

EDIT: seriously considering restarting the project from scratch, its all written so messily that its probably the reason i stopped working on it in the first place
To do any kind of transparent shader effect you need to copy your destination frame-buffer to a temporary texture, then when you render your character with the shader you use that temporary texture as the texture source and set the texture co-ordinates to be screen-space, then you can apply any shader effect you want (use a normal map to warp it about or blur or whatever).

There's better ways to do this that avoid a copy, but that's getting super complicated.

ZenVirZan":10vhdrp9 said:
if i have a 2d tilemap and want to write my own raycasting solution, how would i do it?

the system i have atm is i iterate along the line in small segments, and for each segment i check the tiles near it in a 3x3 around the start point of the segment, and run a line-through-box test on it to find if it intersects

my implementation may just be a bit jank though because going up and right works fine, but down and left randomly misses and i cant tell why
Here's a simple ray-caster; http://lodev.org/cgtutor/raycasting.html
For top-down games, generally you're not ray-casting in a single looking direction, you tend to ray-cast outward from a point, which is computationally more expensive if you're sending out high-resolution rays. The solution would be to send two rays out to the nearest block and then render a triangle between those rays, back to the source of the ray-cast if the 2nd ray hit the same block (otherwise, the triangle should be drawn from the end of the block's wall and a 2nd triangle used from that point to ray 2); this essentially estimates all the tiny rays between these two rays - without actually sending out millions of rays.

An additional optimisation would be to only ray-cast a certain distance, as the further away a ray goes the more space between it and the two neighbouring rays - this is trouble for a top-down game.
 
Alrighty! Sealing the Helgate mission for act 4 is now basically done.
http://www.youtube.com/watch?v=DWQnAoVkI5c
I've also gotten done with the epic pre-fight cutscene of Svoli VS Esperia. But I'll wait till the hooded Svoli busts are done to show that off. Maybe include it with the actual bossfight itself.

Meanwhile, here's some cool screenshots.
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gMGVDZu.png
aImBDXa.png


Oh yeah, Esperia got her new bust set lately.
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fn3uDUF.png
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L4jiCGs.png
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coyotecraft":3gw9is1i said:
I've had the SSJ3 Theme music in my head all day.
Somehow I believe this might be my fault.

Also here's a really cool scene. I foreshadowed it earlier, and now it's READY!
http://www.youtube.com/watch?v=0FuqOGMg4Vo
 
im attempting to make a chrome plugin to make this site a bit nicer to use but nothing is classed properly and everything is built off tables so its impossible to isolate elements properly across the entire site without breaking things or doing a shitload of parsing and checking

dang it
 
Almost halfway through the last act, hit a block lately due to overworking and a cold. But I'm on the road to a good recovery.Prior to the recovery i was stuck before act five's close, now I've just been working so long I'm too exhausted to do further progress on the actual game. But I'm up to the final three-phase boss of the game, and then just the ending and credits.

Once all that's done, I'm then gonna go proof check everything, bugtest to fuck, fix all the inconsistencies and remove some needlessly bloated dialogue.


Here's just before the end boss of act five.
http://www.youtube.com/watch?v=nJYoZNkMK6Q
 
Made a bunch of views for the male version of one race in Ghost Shards. Examples are for a friend who says he'll help us sprite. I hope he's good enough. XD Animations will come later...

Grievor_M_vyr_Male_Bases.png
 
My battle maps were a bit boring. I'm working on correcting that. Here's my first underground battle map:

CavePreLighting.jpg


And with the hexes overlaid:

CaveHexes.jpg


I haven't tried an actual battle on it yet. I'll try that sometime this month. Right now I'm on a roll learning to make better maps.
 
Started work on a Pokémon fan game as a secondary project. I can't shake the desire and motivation to do so after all these years. So I just said 'to hell with it' and started.

For a primary project, I'm thinking of a mash-up between Pokémon and Fable TLC and and your hero eating monsters to gain stats. To help flesh out the monster numbers, I'm thinking of having type-changed mutations. (So perhaps a water turtle could have fire and earth mutations, etc). Also thinking of replacing the elemental types with the Deadly Sins or emotions.
 
BIG SIGH OF RELIEF!!!

A couple days late, but the release build of this game is ready, I'm as we speak getting it all set up for a world-wide release.

I've done the last playtest, and my god I'm so proud of how well this game is written. Every character feels so with it and deep. I myself am getting intense feels even after the 50th time and that's really damn special. It will be an honor to show the world this.

My god, my, my teammates, we have all worked so hard on this-- after three delays and several, countless sleepless nights and days, I'm glad to say that at last-- this game is release ready!

Now all I've gotta do is, make a cool trailer, and get it out there. Hah~ I'm so tired, but also so awestruck by what me and my team have made.

I cannot wait to show you fellas!
 
StrawberrySmiles":3bl6qu08 said:
... this is both a UI and resolution test. :D

It looks good overall, but there was one thing that I thought needed attention. I'm not sure if this is a resolution-scaling-related thing, or if the original portraits are like that, but the jagged lines on the portraits are a little displeasing IMO. If that's just what the portraits looks like, you might want to consider another color for antialiasing. Or if it has to do with scaling the portraits, you might reconsider how to interpolate the pixels in-between.
 
Gosh, pushy! Well, I just finished a WIP one, it's got a few audio issues and there's a little too much going on. (And I'm a perfectionist)

But here it is. I doubt very much will change between this and it's ultimate version.
http://www.youtube.com/watch?v=y27c1IwnvqI
Game's been ready for release since about 12 hours ago, I've just been busy with getting the trailer sorted and the games files hosted. Should be up all across the world in 3 or less hours from now hopefully!

Till then, there's a WIP trailer.
 

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