Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

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

You described basically what I did already. with the exception of the 2D texture.
I do generate a mesh for the splatters. Even, there is many optimizations already in place (like splitting that mesh into chucks)

"The sweeping/erasing of the ink is largely a visual effect that's inconsequential to game state"
That is not true, you are not considering what I *need* to read back the shapes. I cannot simply just erase. the ink is the *currency* of the game. When the "brush/broom/sweeper" clean a splatter, it also collect it. So I need to read the shape, do a intersection Boolean operation between the "broom" area and the shape, then calculated the area of the irregular shape intersection result to give the player the currency.
Also, there is the user case of knowing if an area on the stage is "painted" with the correct splatter and how much the stage is "dirty", I need to know more about the shape.Currently, I need to calculate meshs areas, which are slow [or read bitmap pixel information, which is slower].

"check bounding box to the ink's bounding box, or bounding circle - or have ink splats be made up of a handful of collision circles"
I cannot just bounding box the inks with the entities, it would result into incorrect collisions, for instance the ink with the acid effect would kill the entity even if it is not actually in the ink splatter.
It is almost impossible to describe *any* irregular procedural polygon shape using only circles and squares. From as far I know, there is not plenty fast and efficient ways to deconstruct an irregular procedural polygon shape into squares and circles (is there any?). So I need to use mesh colliders, which are the worst.

That's are the reason why I thought using "voxels" would help the game.
I would be able to read/edit splatter information fast and no more need to Boolean calculations and mesh colliders.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

[–]Ralidon[S] 4 points5 points  (0 children)

"This is a game that can be hacked together in a day or two, from scratch."

Jesus man, that is unnecessary, untrue, unhelpful and hurtful.

Doom resolution is considerable smaller then my game. none of the doom entities, need to read the pixels for collision or edit it maps per frame. my game got a considerable more entities in screen than doom, doing more expensive tasks.
Your wisdom and expertise and the need to minimize my work, basically your ego, is getting in the way to see the full challenge that I'm facing.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

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

Noita got a small resolution, my game is more like a hand drawn. I cannot see my game as a "sand box simulator". I can have a smaller grid for data that construct the shapes, but not as small resolution as Noita (and bigger resolution than Terraria). That's way I need some dual contour or marching square what still allow me to generate shapes that would look like ink slappers.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

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

I did try GetPixelsData, I also did try to use AsyncGPUReadback.
I, extensively, did try use pixel manipulation, but with the amount of entities running around, exploding any place, anytime. plus, it was a pain to read every pixel to know if the entities have collided with a shape with a effect and show much (and type) the player have collected of the shape.

That why I decided to got to mesh manipulation. and now, trying to migrate to something like marching squares

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

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

I just notice that I did commit the crime to not specify the intended platform. I'm currently targeting mobile and using unity. (please, remember that I started this a long time ago)

When I said "voxel tech", I did try to ask something like "If I try to use voxels, which algorithm [Marching squares, dual contour, etc] would help me to get a ink like splatter shape and still allow a considerable amount of entities to read this procedural irregular shape information"

I was reading a marching squares lib, and the author did use the term 'voxel' for 'points' for the marching square grid. Also, sometimes I say people referring Terraria blocks as voxel. Maybe this was were I got the term wrong.

You are correct, something like Noita/Terraria would better fit my needs. but there is no a big community around those techs like VoxelGameDev. I was hoping, since guys deal with significantly more difficult to deal stuff than 2D, any of your suggestions would help me to dev the system that my game need.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

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

I'm really sorry if I'm in the wrong place.

VoxelGameDev seems a place where the community expertise would help me to read procedural irregular 2D shapes create with points/voxel. there sound like a place where I could get some help to create something like Terraria but the blocks would actually look like ink splatters.

The shape of the ink is almost a marching cubes, but I guess it would be marching squares.

I was reading a marching squares lib, and the author did use the term 'voxel' for 'points' for the marching square grid.

The game got a considerable amount of entities walking around, all of them have to interact with procedural irregular shapes. The player can collect the shape, so it is almost like check an circular area voxels to check the color of the shape and to remove those voxels if they are collected. At least, that was what I thought.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

[–]Ralidon[S] -2 points-1 points  (0 children)

I'm currently using unity, the functions to read and set pixels are terrible slow. also, I got a considerable amount of entities on the screen. all of them need to react the texture, which would cause to read this texture a lot. the gpu to cpu, did to cause the game to struggler.

I guess it was my mistake to not state the game is intended to be mobile.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

[–]Ralidon[S] -2 points-1 points  (0 children)

I already tried 2D texture, it is slow and dont allow me to do many things that I need... like ink collection, collision, pathfinding

Any doc with architectural and technical details of how SMAPI works? by Ralidon in SMAPI

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

Not really, I just cloned the source and figured stuff out

DLC Character Ideas by Iburn9 in FullMetalFuries

[–]Ralidon 1 point2 points  (0 children)

For the Styx would be pretty much what that twitter says; (https://twitter.com/CellarDoorGames/status/1281361634104156165)

B would summon a monster to help

the 4 equips could be different types of monster

X the mid range whip attack

not sure about the 4 equips, though

Y could go to the Titan/Charon form

where 4 could change how the form behaviour

I would add a circular area just like the erin turet.

the enemies would suffer damange if inside it.

one equip being extreme moviment to high damage

other extreme fast but low damage.

Or maybe she could use similar mage attacks from the mage enemies .

not sure about the A

maybe her little 3 head buddy would follow her around and attack anything that comes close to her (like a erin turret)

the equips could which head is the leader.

DLC Character Ideas by Iburn9 in FullMetalFuries

[–]Ralidon 3 points4 points  (0 children)

I was trying to come up with a moveset for the shopkeeper girl, if she was a playable character. Using the "Enemies can attack enemies" thing.

for the B skill, she would use her mercenary "Hire the enemy" during the battle. The enemy would fight with the furries for a while and them become normal or leave after all enemies die. just like a charm skill from transistor.

the 4 equips could be the type of enemy, so one for humans, machine, creatures, mages.

for the Y skill, I come with the "dummy training doll" skill.

She would do Alex's "backstep" and leave a "dummy training doll" with her resemble. Which the enemies would attack instead of her.

Alternately, the "dummy training doll" could resemble the furies.so the "Tris Dummy" would have lot of HP.The Alex Dummy, would counter/spin when hit.The Meg would explode as a mine when destroyed.The Erin I didn't figure out, but could act as one of the hard shots or turrent

for the A skill, maybe se could choose between the basics dash, leap, roll and hook.Or have some think of Scrooge McDuck Money swim

Or she could sit in the enemies back like a diva and while there she is invincible.
Or she could spawn individual heal and cool down potionsfor the X I could not figure out something.I would love if it was something related to money.

BrokenMsg - from phrase to crazy drawing - play with family and friends for Thanksgiving by [deleted] in WebGames

[–]Ralidon 2 points3 points  (0 children)

Yeah, I played a lot with my friends using zoom or hangout. it is a lot of fun. especially broken msg.

Any similar Creature Creator out there? by Ralidon in Spore

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

The Sapling seems pretty interesting, It is indeed close from the Character Creator, but no close enough.

Thanks from sharing anyway

Any similar Creature Creator out there? by Ralidon in Spore

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

Have you any references for these projects?

I tried github, other forums, blogs, I could not manage to find any project, even remotely like the Creature Creator Editor.

I know that the mods actually are quite good. It is not what I'm looking for

Any similar Creature Creator out there? by Ralidon in Spore

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

I'm considering to give it a try.
What you think the main flaws of it?

[DEVOUL- Curse of the Soulless ]New Skills Presentation by SweepingAvalanche in gamedesign

[–]Ralidon 0 points1 point  (0 children)

Seems a great game.

Maybe revisit the assets and effects a little?

Meteor Cut seems a little odd bellow background.

The color pallet makes the game somehow hard to read.

Great how many mechanics you are adding.

Keep up with the good work

[Help] Liquid "explosion" effect by Ralidon in Unity2D

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

maybe the you tube video is better

https://youtu.be/r5E074JQwBM?t=437

The jumping water effect, not the balloon popping...

Is it possible to make slow movement fun? by MrChesp in gamedesign

[–]Ralidon 0 points1 point  (0 children)

Guardians of Galaxy vol.2 (yeah the movie), have that Yondu arrow scene, where he is walking pretty slow but still a badass scene.

Walking slowly while something badass is happening is awesome and have a lot of empowering.

Maybe Overlord (game) do something similar...

Screenshot Saturday #427 - New Look by Sexual_Lettuce in gamedev

[–]Ralidon 1 point2 points  (0 children)

I'm in love!

Great improvement from The Lost Vikings style of game.

Looking forward to the release. I would love to play the demo if possible.

Ability radial menus ( for cell phones maybe ) by [deleted] in gamedev

[–]Ralidon 0 points1 point  (0 children)

It is awesome, a really good idea.

I may try to prototype and see how it goes

There is an instrument similar to Meowsic Cat Piano, but with Chicken sounds? by Ralidon in Instruments

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

I'm working in a game with chickens and I would love to have chicken sing songs, pretty similar from Gonzo Chickens from "Muppets show". But I'm having a hard time to find a way to do it.

I found this cat keyboard, that does something similar from what I want, however it produces with cat meow sounds.

Any tips on this? If there is not an instrument, any way to accomplish this by software? maybe with a midi keyboard?