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What are you working on? (Game Making Thread)

just quickly edited the colours on this guy to demonstrate what xilef was talking about... notice how much of a difference it makes even when you just rush it like I did.

just take a little more time simply looking at your sprites and deliberately searching for flaws, you'll see stuff like this easy and then once you fix it you'll have a much nicer, cleaner result that looks great in your games.

29y2mh1.jpg
 

DJ

Some guy that did RMXP before
Member

UI_zps200fa4b1.jpg

God damn it, Unity is so weird x.x especially, the UI part. Maybe it's because i'm more used to complete pixel coordinates that i mostly use on RMXP ( x, y, ox, oy, src_rect ).
Unity uses something like ... Rect ( x, y, w, h) in pixel and Coordinates ( X , Y, Z Order ) in 3D coordinates Unit. But i managed to add basic stuff.
 
Been working on a game for the Sega Genesis/Mega Drive, done entirely in assembly. It's a challenging, but fun experience to learn how the hardware works at a lower level. What I'm planning for is a Metroid-like game, so platform adventuring through a world to collect powerups and a few Macguffins to access the final boss.

Yeeeeyyyiinnnnde!
rom000.png


WIP HUD stuff made out of 3 sprites.
yeygame_hud1.png


Eventually there will be minimap in the top right corner, and something under the life bar. Eventually there will be a Time Attack mode for speedrunners, which will display a timer in the bottom left, and keep track of when you beat the bosses and some other things. :D
 
yeygame_spriteloadtest1.png

Got dynamic VRAM allocation working for map objects. Need to adjust it a bit more to allow for uncompressed allocation, for small, animated sprites (like that health capsule).
 
Optimised the hell out of my 3D renderer, trying to get the most expensive part of the CPU usage to be the GPU driver.

Done a great job, at "beast" graphics setting the FPS is just above my target of 300 and all the settings I'd recommend for a gaming PC the FPS is currently at 1200, this is a jump from ~900 FPS.

My matrix manager was very costly, as matrices required string lookups, I now cache the common matrices as pointers whenever the matrix list is resized (It can only be grown, too, so when it shrinks no recalculation is needed).

Would love to get this running on a mobile phone and see how it goes.
 
I'm going to try writing a practice script while I'm traveling this weekend. Just dialog. No action or scene descriptions. Screenplays are estimated to run about a page per minute. Thats just pages of dialog. Factor in game play; and you should have a good idea how long to write a scene.
 
I find it hard to work on scripts and screenplays. Almost all of my writing ends up being done as I'm making the events, which is probably why they're so bad.
 
Finished the MD3 Surface loader stage of my new MD3 loader, so that leaves the MD3 node to finish up (Tags need testing I think) and then I can make a Quake 3 MD3 node (And then a Battle World RPG MD3 node!)

Got it working so it will load MD3 materials and attempt to deal with their skins, assuming that *_f.tga is a texture with alpha so skins can have surfaces with semi-transparent parts on them.

I've also planned out how I want to implement the game engine, I'm going to try and re-create FFV's systems as closely as possible in this 3D engine and from using that as a base start spinning up an original system, I think that will make things easier rather than trying to come up with everything from scratch.
 
Finished up the VRAM allocator, getting rid of a few bugs and making it more efficient. Now it can work with uncompressed, and two types of compressed graphics.
rom_001.png

Now, when I add objects to my game rooms, I don't need to worry about where their graphics are. This system will take care of that for me. :D
 
Looks good to me but I don't exactly have a good eye for these things. Think the clash is the lack of a heavy outline on the character maybe, as the lines on the tree are quite defined. I'm thinking in line of jd slasha's work maybe.
 
Yeah the lack of thickness on the character makes it pop-out, I will also say the shadow colour is a bit of a weird one too, try making it a darker black to match your tree's ambient shade
 

DJ

Some guy that did RMXP before
Member

- _ -

Why unity, why.

I have been having some uncanny bug in unity. sometimes the player's movement becomes faster, despite that i don't changed anything. But the thing is, not only fast, the sprite just shakes..vibrates..O_O It looks like the player is on crystal meth or something, Literally, high on drugs.

I still do not know what's causing this bug and how to fix it. Sometimes it happens, sometimes it doesn't.
 
@Melanii: I think the character is far too detailed to fit with the tree. Either the character should be more of an illustration, or the tree shouldn't be basically cel-shaded. The outline it the most obvious difference in style, but ultimately the pixel-art style character just doesn't match the cel-shaded style tree in my opinion.

@DJ: Sounds like physics problems to me. But it could really be anything; dealing with a real programming environment means you spend 80% of your time dealing with script compatibility issues and bugs like if you were to try and integrate as many different scripts in RPG Maker (dozens of different scripts interacting with each other).
 
Working on a system of doing point lights
lights.png


It's absolutely fantastic, I can upward of a few million point lights and this system can cope perfectly fine with it.
 
Melanii":36o95ods said:
THAT LOOKS LIKE DOOMGUY!!! <3333
Oh yeah I wrote an MD3 model loader, it's the Doom guy as he appears in Quake III Arena, he's doing his run animation loop with the end frame of shooting a weapon.

His default pose is pretty funny I'll take a screenshot of it.

EDIT:
Imagine this guy running around with his arms and head frozen in that position, it looks like he is getting distracted as he chases someone with an axe or something :U

96z8bAZ.png
 
Melanii":2d6naj9o said:
Been messing around with graphics for a certain game...

Please tell me how much these graphics clash:

graphics-test.png

So I took a quick look and I'd say that I agree in terms of the outline on the tree being waaay to thick.
other things to consider are the the tree is a lot larger so there needs to be more work with the shading to avoid the colours being blocky and to make the tree look more 3 dimensional and as detailed as the character sprite.
the final thing to consider (and this one is the killer of a lot of games) is consistency in your colour pallet. if your character is using nice earthy tones with a mid saturation and your terrain is really bright and bold and has a really high colour saturation, then the two are destined to clash.

all in all, make the lines a lot thinner, add more shading and texture and lower the saturation in your colour pallet. this should make the tree look less cartoony.

alternatively keep the tree as it is and follow this style, then make a game that looks more cartoony (think castle crashers)... that would be pretty cool.

hope this helps, keep at it.
 

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