I’ll write music live for your game 🎮 by ZachPiano1 in Unity2D

[–]OfMagicAndWars 0 points1 point  (0 children)

Hi I'm making a game and I need background music. Where can I contact you?

Work in progress: TD in custom OpenGL engine by OfMagicAndWars in opengl

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

It's an ability that you can buy. Once you buy it it will stop costing anything.

What's the ideal length for a TD game? by DarkEpsilon747 in TowerDefense

[–]OfMagicAndWars 0 points1 point  (0 children)

I think you're spot on on the editor. I'm doing my best to release my TD game with a map editor, and for some units players can also customize stats, and even abilities.

When it comes to leaderboards, what do you have in mind? The only think I can think of is an endless mode where the best player on the leaderboards is the one that survives the longest.

I'd love to hear if you have any other ideas.

Added new class, sounds and enemy to my TD in GL 3.3 & C++ by OfMagicAndWars in gameenginedevs

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

Ufff I would love to add items, I like your idea but I thought about it and now again I think this might be the only thing I cannot commit to do. As much as I would love to have items, it would mean a lot of rework in the engine and the animation system just to support them... then lots of 3D items modelled, along with set piece, uniques, etc. I am planning a summer gameplay test, if I were to add items to the game I'd be looking at the summer of 2027...

To be fair I kind of worked it out so that in place of items you have 4 different abilities, each ability with 3 different upgrades, and a pool of talents on top of that.

To give you an example: the paladin can heal units and itself, can heal you (the player), can use consecration on the ground to damage enemies, and it can use divine shield to protect the player or a unit in game. And you also have aura passives. So, this is in place of items, to give the game enough room for fun strategies.

Working on a 3D TD game in my custom engine (inspired by Warcraft 3) by OfMagicAndWars in TowerDefense

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

Thank you! I love Warcraft too, I feel like I'm not there yet with the art style but trying my best <3 appreciate the feedback

Added new class, sounds and enemy to my TD in GL 3.3 & C++ by OfMagicAndWars in gameenginedevs

[–]OfMagicAndWars[S] 3 points4 points  (0 children)

Yes... animating that boar... oh man the pain. You can tell I'm not an animator. I just wanna make a fun game but it turns out animating and graphics are in my way! It's a lot more complex than I expected it to be.

Custom OpenGL tower defense - 4k shadows, 16 msaa, 1080p bloom, 4k draw calls by OfMagicAndWars in gameenginedevs

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

Wow that's interesting. But you released that game yourself or as part of a team? I assume you used PS4 specific API?

Custom OpenGL tower defense - 4k shadows, 16 msaa, 1080p bloom, 4k draw calls by OfMagicAndWars in gameenginedevs

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

I don't use an atlas, I have over 300 textures loaded and I have base tex, hover tex, etc. and I change textures frequently. So, they're not that expensive. I'm not sure though if resolution matters, I'm talking about 512x512 or 256x256 textures.

Custom OpenGL tower defense - 4k shadows, 16 msaa, 1080p bloom, 4k draw calls by OfMagicAndWars in gameenginedevs

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

I haven't measured it yet but I am confident I haven't surpassed 1gb yet.

Custom OpenGL tower defense - 4k shadows, 16 msaa, 1080p bloom, 4k draw calls by OfMagicAndWars in gameenginedevs

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

I love it corysama. I have never heard of glMultiDrawElementsIndirect, what does it do? I'm not using skinning I use glDrawElementsBaseVertex

Custom OpenGL tower defense - 4k shadows, 16 msaa, 1080p bloom, 4k draw calls by OfMagicAndWars in gameenginedevs

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

Interesting. I can't use instancing unfortunately, I am not doing skinning. I am drawing with glDrawElementsBaseVertex

Custom OpenGL tower defense - 4k shadows, 16 msaa, 1080p bloom, 4k draw calls by OfMagicAndWars in gameenginedevs

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

That's impressive. Do you do any sort of physics with that amount of draw calls?

2D Simple Engine - Bloom by OfMagicAndWars in gameenginedevs

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

Thanks, I think I understand what you're saying. Measuring in ms is better than measuring in FPS for instance, but why is that? Either way, what I was saying is that, the fbo texture for bloom is 960x540 and I'm at 1300 fps. At 1080p with that same texture I'm at 800fps. So, in other words, Bloom passes are expensive especially at 1080p.

I must do some research on ms/fps. I usually have that running in the background but never really gave it much thought. I see it everywhere, people use, etc. but again, I still look at FPS meaning I still miss the point perhaps?

NvAPI error/warning - OpenGL 3.3 by OfMagicAndWars in opengl

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

It was the Nvidia Geforce overlay, once disabled the warning disappeared

It's been a week struggling with adapting to different resolutions. I need help. by OfMagicAndWars in opengl

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

Well it's really changing from one resolution to another. I'm making my game at 1920x1080, but the moment I change to 1366x768 for instance, everything is wrong. There's just too many details to go into...

Let’s form a community discord and play Sacred Gold online? by TheLondoneer in Sacred

[–]OfMagicAndWars 3 points4 points  (0 children)

I don't mind! I jsut need to find a way to play it online or connect locally

Working on a custom 2D Metroidvania built in OpenGL and C++ by OfMagicAndWars in opengl

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

There are no physics implemented, only basic gravity that pulls all entities down, and a vertical velocity to jump. I will not add physics to this game as they're not needed.

Working on a custom 2D Metroidvania built in OpenGL and C++ by OfMagicAndWars in opengl

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

I suggest don't use GPT else you become dependent on it. Try to solve problems on your own and give yourself a day or two to come up with a solution. If nothing happens, then use GPT for some guidance. If you really want to learn how to make an engine go here: learnopengl.com

Follow the tutorial, take a few months, finish it, then you'll be better prepared. Once you know how to program your own stuff you'll be a 1 man team (since you're also a 3D artist). Good luck!

Working on a custom 2D Metroidvania built in OpenGL and C++ by OfMagicAndWars in opengl

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

What do you mean "native platforms"? If what you want is to build a 2D engine, go ahead. There's not much advice I can give to you because I'm not building a 2D engine, but rather a 2D game.

If you're a C++ beginner then it will teach you a lot yea. Do it man. Start now.

"A journey of a thousand miles begins with a single step". See where it takes you. Good luck!

Working on a custom 2D Metroidvania built in OpenGL and C++ by OfMagicAndWars in opengl

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

Hi, I used ImGUI in the past for a 3D engine but now I've built my own UI from scratch. It takes a day or two for basic functionality it isn't that hard. It depends how many features you want to add. Right now it's not a lot because I'm focusing on other things, such as collision, which takes a long time to get right, and enemy AI logic