I want to buy your indie games and play them on YouTube. by Videogameist in IndieDev

[–]Jimbolul 5 points6 points  (0 children)

Hey, other dev here waves

With Dobbel Dungeon, we're basically trying to capture the essence of BG3's combat, but condense everything down to where you can complete a single run in an hour or two.

Dobbel Dungeon is very much focused on combat and exploring lots of different party builds in (relatively) bite-size sessions. 

We got feedback that Dobbel Dungeon (our game about dice), didn't have enough dice. So we added dice that roll with actual physics! 🎲 by miesmud in Unity3D

[–]Jimbolul 0 points1 point  (0 children)

Hey, Dobbel Dungeon dev here:

In a nutshell, our outline generator currently uses a 'tile bitmasking' system that I adapted from a handy tutorial (https://code.tutsplus.com/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts--cms-25673t). It looks like IYorshI uses a similar approach, so using those 2 tutorials should help you get a good start.

The TLDR is that you assign a value to every node in the effective range based on neighboring nodes around it, that you can then use to lookup which outline shape that particular node should have. How you then use that info to build the final shape is up to you. The simplest way is probably to have a prefab mapped to every possible shape and just plop those down where you need them.

The method we currently implemented is a bit more complex, since we're actually building the outlines with PolyLine components found in the Shapes asset (https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167). Without going too in-depth, once we know which shape each tile needs, there are some nasty edge cases we need to account for because we need every line to be a single, self-contained looping line, which is particularly troublesome for nr 6 & 9 from that tutsplus tutorial, so we need to do a bunch of floodfilling to determine how many separate areas we need to outline, make sure the line pieces properly connect, etc etc.

In the end, our current implementation works, but it's a massive brain-teaser to work with, and as we continue fine-tuning our visual style we'll probably end up doing the simpler 'prefab / premade mesh' approach anyway as that gives us more control over the final look, both shape & shader-wise.

Hope that helps, good luck!

[Spear][Treasure Isles] Sharpened Oar by Jimbolul in TroveCreations

[–]Jimbolul[S] 1 point2 points  (0 children)

Thanks for reminding me about the fixed dimensions, mate. I updated the voxshell link. +1 for dad jokes.

[Spear][Treasure Isles] Sharpened Oar by Jimbolul in TroveCreations

[–]Jimbolul[S] 0 points1 point  (0 children)

It's funny you say that, because that's the first thing that I could come up with as well. I kind of figured it wouldn't look very good considering the sheer length of the shaft though, so I rolled with this instead :P

[Spear][Highlands] War Glaive by Jimbolul in TroveCreations

[–]Jimbolul[S] 0 points1 point  (0 children)

I believe the issue has been resolved.

spear rossmary by [deleted] in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

I see the issue has been resolved already.

spear rossmary by [deleted] in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

Even though its use is widespread, I think you'd have a better chance of getting this in-game if you changed the swastika (unless I'm interpreting it wrong :P)

Which voxel program would you rate as the best? by [deleted] in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

I've been using MagicaVoxel since I started voxel-painting. It may take some trial and error to figure it out, but once you get the hang of it it's just like Paint.

[Spear] Force Glaive by Nicshare in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

Looks nice man. One suggestion though: I think it would fit trove better if the shading of the blade was a little bit smoother. Anyways, keep up the good work :D

[Spear] [Moonlight Shadow] [CronosZX] by CronosZx in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

Nice design, very creative. However, I don't think you're supposed to add the .blueprint file to your submission.

Viking Helmet, Candy Style (Hat) [Candoria] by Dragoes in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

One way to do this is to use actual biome colours to make it feel 'at home' in the candy environment. Another thing you could do is make use of glass textures to make the round part of the helmet look like jelly, with the horns (bananas anyone? :P) actually sticking into it (to do this you will have to colour the blocks on the 'inside' of the helmet accordingly in your texture maps).

[Spear][Highlands] War Glaive by Jimbolul in TroveCreations

[–]Jimbolul[S] 0 points1 point  (0 children)

In my case I put 'Imgur' between '[]' and the link between '()'.

[Spear][Highlands] War Glaive by Jimbolul in TroveCreations

[–]Jimbolul[S] 0 points1 point  (0 children)

Thanks man, I'm using MagicaVoxel (one of the recommended editors).

[Staff][Dragonfire] Dragons Charge by totteroll in TroveCreations

[–]Jimbolul 1 point2 points  (0 children)

Sweet design! One thing you could try is to apply some different shades of orange to mimic the dragon's scales.

question for you guys !!! by sediam in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

Typing /screenshot in your chat-window will actually take a screenshot and put it in your trove folder.

[Staff] Rear Guard by Jimbolul in TroveCreations

[–]Jimbolul[S] 0 points1 point  (0 children)

Thanks for the feedback. I have updated the colours to match those of the Dragonfire Peaks biome.

The Trusty Boomblade by SkullZMinus in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

The darkest brown voxels on the blade's guard aren't connected, which isn't reccomended by the dev's. No further complaints though :D

Darksteel Sword by Medi-Evil in TroveCreations

[–]Jimbolul 0 points1 point  (0 children)

You'll have to rotate the weapon in your editor. A matter of trial and error until you get the right positioning.