Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - chiguireitor

Pages: [1] 2
1
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 14, 2016, 06:08:12 PM »
Last two weeks i've been slowly but surely making the DX frontend achieve feature parity with the open source frontend.

Namely, the sprite work is massive, compared to the relative easyness of creating weapons with just a new character on the ascii frontend. Here i started working on some weapons:



After getting them to a "good enough" state i copy them to the sprite sheet and complete the outlined on-the-floor sprite:



This process must be done for each sprite, as they need to look "complete" when on the floor but there's some Z-ordering going on in the marine's hands when in use. Then comes the trouble of picking the right colors for the weapons, because there's some hue-fighting going on with the marines' colors, and palette separation will be a must here. To make matters worse, each weapon will have around 8 variations of characteristics and about 6 colors, which are generated on the fly. Nasty.

Also i changed a little the fog representation and everything seems a lot smoother now:



The trick here is changing the magnification filter for the FOG/lighting texture to GL_LINEAR (so it becomes blurry) and then the pixels that are out of vision just slowly fade out from 1.0 (total visibility) to 0.0 (total fog). Also, the colors don't go completely grey, but rather they get a slight sepia treatment, so they feel more murky.

Began working on new enemy sprites (namely the drone and tracer, they are robots and so must seem mechanical):



They currently die and throw blood (even on the ASCII version) and leave a bloody corpse, that will be changed to more mechanical things.

The exploding barrels are in too, i'm changing the lighting of the sprites and tiles to a front left facing light (instead of the back left on the tileset) as it seems more natural from the point of view of the player, and that is causing some weirdness on the overall feeling of the game at the moment:



Animated sprites and particles are in too, with some big explosions showing their faces.



(In that image there's a bug whereas the enemies walk over walls, in reality those walls were destroyed and the tile is free to move).

Also, good part of the two weeks time, was solving a bug that came from implementing a naive mixer for the tiles. Fact was, the dropship tiles where being mixed with the floor tiles with the noisy mixing i implemented, and that wasn't very cool. Now i can switch mixing on a per-tile basis, letting the rendering engine know if it must mix or not.



(Btw, in the first gif of this post you can see the incorrect mixing of the dropship's tiles with the floor).

Last but not least, i'm trying to not kill myself in the process of making this game, so i'm trying to get to bed early, and changing a little bit eating habits... next up is getting me some excersice, which is happening to be hard to begin with :/ As a recent popular article made the rounds, dead men write no code, so edging ourselves to get the game done in the least amount of times usually is counterproductive to the process itself.

2
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 09:59:14 PM »
Quote from: Legend
I actually play many roguelikes using keyboard mapping software like xpadder and joy2key. Infra Arcana, DoomRL, and Frozen depths for instance are quite easy to do so with their limited command set and the ability to scroll through ,enus with arrow keys and make selections with enter.

The best way I found for movement, is to separate the cardinal directions on the left joystick, and the diagonals on the right joystick. Using the dpad itself to be able to map to other functions.

Ha! Nice to see a RL vet also dabbling into forbidden arts of gamepad control. It`s true that adjusting these to older roguelikes can be a chore...especially seeing that d-pad never seems to work well enough - even decent ones seem to only work about 8-9 times per 10 tries and in a roguelike 10/10 is the only acceptable stat.

I actually tried that "joystick diagonals" method you describe some time ago - but somehow never could get really used to it (maybe because my PS3 pad`s joysticks are more sensitive than Xbox ones). I even gave up for some time and only used it with no-diagonals RLs.

There`s another way though, one I`ve been using when playing Crawl on my Nintendo DS for years (kudos to "Sasq" - an unknown hero who ported it) and somehow never occurred to me to apply it to this here scenario - up till few days ago that is. How it works: all movement is mapped to d-pad - diagonals and NSWE  - with a catch that these are assigned as "shifted". So basically you press, say, NW on the pad first - nothing happens - and then press Shift key (I use A on the pad)  -and only then the character moves.

This sounds like madness on paper, but is the best method to handle this old-as-the-hills issue. Try it, you`ll see ;) I was put off at first when I saw it on my NDS but after a short while couldn`t believe how cool it is and never looked back. Accuracy is 100% and there`s an added bonus of being bit more thoughtful with your movements - your brain has an extra nanosecond to consider if the next move is a good idea or not. I just finished adapting IVAN this way and it works like a charm.

Sorry to derail the thread a bit but hopefully maybe it`s some additional option to consider.

With the axes i was thinking of adding a dead zone where the destination cell gets highlighted, so you can see if you're, indeed, going diagonal before commiting the movement... however, that presents its own challenges, as the continued movement of the axis could mis-fire and go towards a unintentional direction.

Gamepads are hard to get right, but i'm pretty sure the final experience will be nice enough.

3
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 10:24:58 AM »
Quote
Interesting combination. Do you use your diagonals as "diagonal" joystick movements? or cardinal movements are mapped to diagonals on that second joy?

I use the actual diagonal directions for movement.

At first I tried mapping all 8 directions to a single joystick, but because of the nature of analogue joysticks, it was rather difficult to move without accidentally registering going down-left for instance as either just down or just left. Then I went to mapping cardinals to the dpad and diagonals to one joystick. Then both joysticks since it just felt more natural and often needed more buttons to be mapped which was more comfortable on the dpad directions.

This leaves a xbox360 or Logitech f310 as I have with full 8 way movement and a minimum of 16 usable buttons. And even more if needed by adding a "shift" function to one of the buttons. Which makes it so if I hold it down, then all the other buttons change their mapping functions as assigned.

The big hurdle to this is if menus cannot be navigated by cursor and enter keys. The secondary downside is There can be quite a few functions to try and memorize which button is programmed to do what. It can take a good bit of time to set it up intuitively.

Nice insight, i think i will be doing some coalescing of the axis movements so there's less drudgery going on when using controllers. Thanks for the input.

4
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 04:52:56 AM »
...
The best way I found for movement, is to separate the cardinal directions on the left joystick, and the diagonals on the right joystick. Using the dpad itself to be able to map to other functions.

Interesting combination. Do you use your diagonals as "diagonal" joystick movements? or cardinal movements are mapped to diagonals on that second joy?

5
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 31, 2016, 02:47:14 PM »
Quote
A nice thing is that playing with a gamepad feels nice, and lot of people like it that way

And a lot of people - majority in the RL world probably - still considers gamepads as console heresy. It`s an understandable old habit/sentiment, however gamepad (with a good d-pad) is superior to all other forms of control input, it`s just ergonomics.

Indeed, this is probably the feeling of the majority that already are on the roguelike bandwagon. However, i'm intending to open up the game genre a bit to the "masses" so people that don't usually play roguelikes can get a hang of it. And yeah, gamepads are ill suited for some genres, but roguelikes shouldn't shun them because their ergonomics help on long sessions where you can relax your arms a bit and play comfortably.


Didn`t I play this game some months before, in some kind of online MP edition? I like the premise...carnage and sci fi setting is nice. Font bit too small atm and the "double" option don`t seem to work. I like your gfx style too. When`s the next release planned?

Probably, the online mp edition is on the official site http://ganymedegate.com (bound to be changed when there's the first DX release). I'm doing dual releases: an ASCII-only version that's open souce in the most liberal license (MIT) and the DX-sprite-semi-closed-source (some parts are copyrighted, some will be released under MIT too) that will be available on Steam eventually when i start the campaign and it gets greenlit.

I'm targetting monthly releases, most releases of the open source version i'm putting on itch.io, and this DX version will get its first alpha probably next month, properly announced on all possible channels. There's a mailing list on the official page where i announce releases too.

6
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 30, 2016, 09:31:49 PM »
This week i finally began integrating the new frontend to the game engine. It is chugging right along, but real-life is proving it harder to develop everyday.



(Missing here are the enemies, items and several props note rendering, because of implementation not being done yet)

Gamepad Support: One thing that was surprisingly easy to do is implement the input handling from gamepads. As the game is HTML5 based, there's an array and an event that alerts you from gamepads, and then you poll it every frame for changes. Nothing complicated, nothing too involved:

Code: [Select]
var gamepads = navigator.getGamepads()
Is enough to give a gamepad array with objects that are pretty self explanatory.

Here's me moving the player with a controller.

A nice thing is that playing with a gamepad feels nice, and lot of people like it that way. I will try to test support with as much controllers i can get hold of. Here's hoping i can get a Steam controller eventually.

7
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 21, 2016, 11:14:43 AM »
Perk icons on action:

8
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: January 21, 2016, 02:23:02 AM »
I use GIT... however, as i'm old fashioned, i like me some backups too :D

9
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: January 20, 2016, 08:07:38 PM »
Well, in the copy on my laptop which is the upcoming version...

Please, tell me you have backups :) Btw, i should be doing some backups, brb....

10
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 20, 2016, 08:06:05 PM »
Quote
Been working on the new UI (which is, arguably, the most boring part of game development).

Definitely yes. And it's a bit challanging (maybe only for me, dunno)

It is very challenging, specially because there are so many other cools one would be rather doing, but a good UI/UX is basically a make it or break it scenario for most games, and differentiation comes a lot with polishing.

11
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 20, 2016, 05:03:00 AM »
Been working on the new UI (which is, arguably, the most boring part of game development). I need to polish it a lot because my UI/UX was lacking.

Today began working on some icons for the special abilities, still monochrome, will have them slightly colored later:



Also, the charselect screen is taking shape nicely, the empty space at the right is where the special abilities will be shown:


12
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 17, 2016, 05:44:02 AM »
Shader configuration and window resizing is done!

Check it out on youtube!

13
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: January 16, 2016, 02:28:58 AM »
This week some UI work was done for the tiles version (tentatively named Ganymede Gate DX).







UI work, as a lot of people now, is one of the most daunting tasks, filled with seemingless innocuous and repetitive tasks that need to be done in order to get a good UI/UX.

Nice thing is, all the UI fits a 256x256 texture. Sprites + Fonts + Tiles + UI are about 151 Kb, which is nice and doesn't adds too much bloat besides the nasty 70Mb of runtime i have to carry with NW.js :( Will see in the far future if i can compile my own NW.js with a reduced feature set.

14
Early Dev / Re: Ganymede Gate (Pre-alpha development)
« on: January 11, 2016, 01:46:24 AM »
New release - Alpha 7.

What's in?

  • New UI in-game, less clutter, more game real-state.
  • Better class selection screen, now you have idea of what you're selecting.​
  • Better turn scheduling.
  • Ambient sounds, and some new sounds.
  • In-game shortcuts to inventory items.
  • Traps.
  • Better mouse support, you gotta try it!.
  • Better colors for in-game items.

If anything crops up, don't hesitate to contact me.

15
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: June 21, 2015, 02:18:31 PM »
Liking a lot the progress here.

One thing, you can relax the voronoi vertices a little to enhance the geometry to a more natural look using Lloyd's relaxation.

Pages: [1] 2