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What are you working on? (Game Making Thread)

Taking a crack at some new battler ideas and just knocked the first frame of my Athena sprite up over the past hour

20zr5s8.jpg


theres probably a few bits I've missed and some bits that need fixing, but like I said, its one hours work.
 
coyotecraft":1scokg4h said:
bloodtests_zps4d9c8910.gif


I says to myself "We need more blood animations". I know there are blood splatter graphics but it always looks dumb when a character collapses and the blood pops out of nowhere.
Not even sure the spray is necessary. Just having the splatters and puddles grow is effective I think.

These are awesome. spray IS necessary, spray IS awesome.
 
corleonis":3qnbgvcx said:
Taking a crack at some new battler ideas and just knocked the first frame of my Athena sprite up over the past hour

20zr5s8.jpg


theres probably a few bits I've missed and some bits that need fixing, but like I said, its one hours work.
At face value it's lovely. Haven't looked in depth though cause I suck at critique.

Here's a less impressive WiP:
H2dRcqh.png

I'm not entirely happy with it I don't think. I designed a character earlier today and then 2 hours ago I was like "I should sprite something using the colors of Missingno" and I did this
(Obviously there are more colors for shades and shit but MN is made up of 4 colors... So meh.)
 
Princess Amy":1ur3dokz said:
Urge to make final fantasy fangame rising...

No

No no nonono

No

Guilty of wanting to do the same thing after firing up final fantasy 9 recently.

Was thinking about doing a short story about a summoner only they would be the First summoner, and there quest to try and tame Ifrit or some other summon for the first time.

but like you said, lol

noooooooo.....don't....do......it.
 
I always liked the idea of an rpgmaker port of ffVII

when I say port I mean, exactly the same combat system and algorithms, exactly the same story, word for word copy of the script, same enemy and character stats, similar shaped maps towns and dungeons.

the main differences would be the visuals, the soundtrack (a lot of remastering required) and alterations to minigames.

probably the worlds hardest rpgmaker project if anyone ever tried it.
 
I get the urge to do a demake mock up sometimes. And by demake I mean taking a 3D game and making it 2D. Not necessarily keeping to system limitations.
Playing Sonic '06 recently I wondered what Silver might look like in 2D, but sure enough there are already a ton of Mods/fangames of the classic sonic games where you can play as Silver, Shadow, Amy Rose ect...
 
corleonis":2mf3i0k3 said:
I always liked the idea of an rpgmaker port of ffVII

when I say port I mean, exactly the same combat system and algorithms, exactly the same story, word for word copy of the script, same enemy and character stats, similar shaped maps towns and dungeons.

the main differences would be the visuals, the soundtrack (a lot of remastering required) and alterations to minigames.

probably the worlds hardest rpgmaker project if anyone ever tried it.
A few people have tried it (Myself when I was 12 included there! Embarrassing!), I don't think RPG Maker is suitable for [de]making it, FF7 is a bit rough around the edges in it's systems and I think RPG Maker is too rigid and solid for a lot of what FF7 does.

I think art-style would need to be top-notch too, I'd rather see an isometric representation of FF7 like the mock-up shot of FF7 when it was on the SNES.


So I've been working on JPEG support (Nothing special, though. Texture streaming will be nice in the future :D) and spheres!
SbtJUWW.png


This is an icosphere, I solved the seam problem by moving the UV mapping to shader-space (Basically the back of the UV maps 0.999 to 0.0, which means the texture mapper will crawl across the entire image backwards for that small section at the back, causing an ugly zigzag mess, I moved the calculation for the UVs to the fragment shader based on the interpolated normals to reduce this problem to near-zero).

You can also select it's LOD. There's a base-mesh that is LOD 0 (It has some accuracy issues I haven't solved yet), LOD 1 tessellates 4x, so from 20 triangles it goes to 80. LOD 2 then goes from 80 to 320, etc, etc.

The debugging environment hangs at LOD 8, but outside of debuggers it's still a near-instant generation, so dynamic sphere meshes can be done (Will probably limit LOD 0 to 4).
 
Random musing.
paintedwebs_zpsb151dc02.png

I've never figure out what to do with an object that's hanging from the ceiling. It just looks odd. I've seen ceiling fans and swinging lamps attached to beams. If a room is small enough you could have a chandelier chain or rope ladder or whatever go all the way up the map. But it doesn't work when it's towards the bottom of a map or hallway.
forest_zps563b6794.png

Unless your changed the object's opacity in relation to the player's Y axis, or better yet the screen. So it fades away as you move up. But I think that only works with large objects like trees and buildings.
 
If you wanted to continue a game, rather than just replicate it, it'd be easy to get images from the game and then use typical RM characters on top of it (maybe not RTP bases, but something like that), like this:

XMS9EIf.png


There are plenty of panoramic maps available from FF games.
 
Finished loading static PMX models!

hkfIabt.jpg


Resolved a number of bugs, sadly there is little documentation on the format and the documentation I could find was a little inaccurate, so I decided to experiment and fix it.

Original
With My fixes

You'd think that searching "PMX File Format Specification" would come up with something useful, but nope, not at all.

Don't even want to think about adding skeletons right now...


My loader generates meshes for each material, a bit like MD3, so the way it works is the model is split into many models each with a material, so the hair is it's own model that uses it's own material, this is how the multi-texturing works.

There are some problems with PMX models;
z-fighting is everywhere; due to how the models are rendered in the original MMD program some meshes overlap and pieces such as eyebrows or decals z-fight like crazy, if I could find a way of figuring out these layers I could do something about it, but alas.

The other problem I've found is transparency, I have no idea how to tell if a material uses an alpha channel or not so the way I'm doing it is checking if it's texture has an alpha.
Not ideal at all, there are some meshes that should be solid but are rendered as part of the alpha group still.


All in all, lovely file format to work with, very impressed by it and it's the best model format I've found so far.

I think my tone will change after I start the skeletal animations.
 
HiPoyion":2ni34a4c said:
JGEMHCk.png

Main character.

Also, added outline to this guys hair.
9JTJCP6.png


Edit:
Also, at one point, this happened.
W0ffGFZ.png

Not sure how to feel.
You're probably my favourite spriter, you never give up and you are always improving, but I think you could improve on something here still, what do you think of my changes?
EzjUONJ.png


I think you went a bit off with his hair highlight, it looks like a worm sitting on his head, it's better to match highlights with the "strands" of hair you create so it looks like light hitting the top of the head rather than the front of the face.

I also moved the hair and chin down to give him even more depth, this is a problem that Pokemon Ruby/Sapphire/Emerald had, resolved in FireRed/LeafGreen.

tzVXGGh.png

Looks like they got an intern to do the FR/LG hero sprites for Emerald :/ What's up with the female hero's hat? And the male hero goes pink and changes his shirt for black?

I think for mini chibis it's always good to study those Pokemon sprites because GameFreak really did improve between the two games on the same generation.
 
Xilef":2xfaz2br said:
HiPoyion":2xfaz2br said:
JGEMHCk.png

Main character.

Also, added outline to this guys hair.
9JTJCP6.png


Edit:
Also, at one point, this happened.
W0ffGFZ.png

Not sure how to feel.
You're probably my favourite spriter, you never give up and you are always improving, but I think you could improve on something here still, what do you think of my changes?
EzjUONJ.png
Wow... I'm undeserving of such praise, but thank you very much!
Now while I'm not entirely opposing if the changes you've made, there are a few things I don't exactly approve of. Well no. It's not entirely that I dislike the sprite, it's just that I'm limiting my color pallet because it's such a small sprite, there's no need for complex shading. Sorta just two toning it.

Xilef":2xfaz2br said:
I think you went a bit off with his hair highlight, it looks like a worm sitting on his head, it's better to match highlights with the "strands" of hair you create so it looks like light hitting the top of the head rather than the front of the face.
I see what you mean. I was trying to go for this kinda style:
aM90tsS.png

Like, how the fringe sorta curves up then down. I was doing it on a grander scale.

I also moved the hair and chin down to give him even more depth, this is a problem that Pokemon Ruby/Sapphire/Emerald had, resolved in FireRed/LeafGreen.

Xilef":2xfaz2br said:
tzVXGGh.png

Looks like they got an intern to do the FR/LG hero sprites for Emerald :/ What's up with the female hero's hat? And the male hero goes pink and changes his shirt for black?

I think for mini chibis it's always good to study those Pokemon sprites because GameFreak really did improve between the two games on the same generation.
I see what you mean with this. I'll look more into this all, but at the moment I'm too tired.
Here's what I've done so far:
ie3Qt06.png

dx2uO8S.png

There's still a lot to do, like sort out the shading with the main characters hair, and stuff... but eh. Progress...
 
Today I finished the most useful animators of the entire engine.

http://www.youtube.com/watch?v=Pp_yu1s_y3o

The commercial product that uses this engine features a lot of smooth animations for objects and cameras, it's my favourite thing to code (so simple, but such a good reward) and I made sure they are easy to use.

This is the animator that the camera uses:
C++:
const vec3_t centre = { <span style="color: #0000dd;">0.0f, <span style="color: #0000dd;">2.0f, <span style="color: #0000dd;">0.0f };

const float radius = <span style="color: #0000dd;">16.0f;

const int32_t durationMSec = <span style="color: #0000dd;">10000;

const vec3_t pivot = { <span style="color: #0000dd;">0.0f, <span style="color: #0000dd;">1.0f, <span style="color: #0000dd;">0.0f };

 

xiFlyCircleAnimator * const orbitAnimator = xiFlyCircleAnimator::Create( sceneManager, &centre, radius, durationMSec, &pivot );

if ( orbitAnimator ) {

    orbitAnimator->SetEasing( xiVecAnimator::EASE_IN_OUT );

    orbitAnimator->SetLooping( xiVecAnimator::LOOP_PING_PONG );

    

    camera->AddAnimator( orbitAnimator );

    

    orbitAnimator->Release();

}
 

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