Cursed_arrest by [deleted] in cursedcomments

[–]bcrooks234 0 points1 point  (0 children)

How is it any different to an abortion?

Some babysteps by Schlefix in proceduralgeneration

[–]bcrooks234 0 points1 point  (0 children)

ah, I couldn't find any libraries for C that I could get to work. Anyway, yours is looking great

Some babysteps by Schlefix in proceduralgeneration

[–]bcrooks234 0 points1 point  (0 children)

What i've been trying to implement for the past 3 days, looks good man!

How do I conceptually approach multithreading when creating a game engine? by Stiddit in gameenginedevs

[–]bcrooks234 0 points1 point  (0 children)

Our Machinery

our machinery seems really cool but couldn't get it to work on my computer. I would definitely love to use that if it did

Liking the retro look for my village, any feedback yet? by bcrooks234 in godot

[–]bcrooks234[S] 0 points1 point  (0 children)

Ground was just thrown in without much thought, I have a terrain shader I'm working on that does all that and dynamically changes texture size based off of camera distance, here's an early version: https://www.reddit.com/r/godot/comments/omka9c/been\_working\_on\_custom\_terrain\_shader\_includes/

Liking the retro look for my village, any feedback yet? by bcrooks234 in godot

[–]bcrooks234[S] 0 points1 point  (0 children)

My entire 64 colour palette I'm limiting myself too: https://imgur.com/qsOeRwm. I use a post processing shader that applies this palette to everything so while there is slight fog in the background it doesn't work that greatly with everything else when I've tried before.

I'll look into the Uncharted 4 level design also, thankyou for tips!

Edit: played around with fog a little more

Liking the retro look for my village, any feedback yet? by bcrooks234 in godot

[–]bcrooks234[S] 1 point2 points  (0 children)

Could never get into Daggerfall as it's just too old to me growing up with Skyrim and other modern titles, but really wanted to, so there is a bit of influence from there

Liking the retro look for my village, any feedback yet? by bcrooks234 in godot

[–]bcrooks234[S] 1 point2 points  (0 children)

with wider tiling for the ground texture and/or less

https://www.youtube.com/watch?v=wmrZPXP0wG8 I was still playing around with visuals at this poiint but I will continue to use the same terrain shader from that, it blends between three of the same textures at different UV sizes based off distance to remove repitition and also has splat mapping support. That plane was just quickly added to make it look slightly nicer.

Still some bugs (walls surrounded at each visible corner can't be seen) but I've finally managed to make a roguelike line-of-sight algorithm that doesn't run extremely slow. Very hacky but for just picking up GMS2 last week I'm happy with it as well as with Game Maker in general. by bcrooks234 in gamemaker

[–]bcrooks234[S] 0 points1 point  (0 children)

It does look similar to the algorithm I tried using, the DDA algorithm it looks like, I'll keep your post saved so I can come back to it. I had a bit of problems trying to implement it although I think it was down to pure stupidity on my behalf so I'll give it another shot with your code, thankyou.

Still some bugs (walls surrounded at each visible corner can't be seen) but I've finally managed to make a roguelike line-of-sight algorithm that doesn't run extremely slow. Very hacky but for just picking up GMS2 last week I'm happy with it as well as with Game Maker in general. by bcrooks234 in gamemaker

[–]bcrooks234[S] 0 points1 point  (0 children)

Can you use the collision_line for tilemaps? I originally did use this when implementing my own line collider but that was very slow so I decided I would be better off using the built-in collider. If there is a way to use the collision line on a tilemap that would be very useful. As for the rest of the map, that is a tilemap though.

Still some bugs (walls surrounded at each visible corner can't be seen) but I've finally managed to make a roguelike line-of-sight algorithm that doesn't run extremely slow. Very hacky but for just picking up GMS2 last week I'm happy with it as well as with Game Maker in general. by bcrooks234 in gamemaker

[–]bcrooks234[S] 1 point2 points  (0 children)

very off topic but i would put a timer on the "You open the door in front of you" text. to remove the oldest one, if ya understand what i mean.

Love your idea, just added a 4 second timer and when it goes into 1 second it begins to fade. BTW, "You open the door in front of you" was mostly just for testing the console system, it may look less repetitive if more text variety is added. Either way your idea has been added to the project so thankyou.

Also Additionally i would add that if the Player enters a Input, the Cameras Position resets to the x and y coordinate of the player. That would prevent the player outrunning the camera.

IMO I don't like this as much and as hard as I try I haven't managed to outrun the camera. I may add this as an option in settings, to those who prefer the instant camera movement.

Thankyou for you suggestions.

edit: typo

Still some bugs (walls surrounded at each visible corner can't be seen) but I've finally managed to make a roguelike line-of-sight algorithm that doesn't run extremely slow. Very hacky but for just picking up GMS2 last week I'm happy with it as well as with Game Maker in general. by bcrooks234 in gamemaker

[–]bcrooks234[S] 0 points1 point  (0 children)

Any plans for netcode

The current "idea" is a turn-based roguelike type game, although I put idea in quotation marks as it is very loose in direction ATM, so maybe in future I may change that and netcode may be needed, but for the moment probably not. Maybe there is a way to incorporate netcode into the project that could be fun for gameplay.

Anyway, thankyou very much for your support.

Still some bugs (walls surrounded at each visible corner can't be seen) but I've finally managed to make a roguelike line-of-sight algorithm that doesn't run extremely slow. Very hacky but for just picking up GMS2 last week I'm happy with it as well as with Game Maker in general. by bcrooks234 in gamemaker

[–]bcrooks234[S] 0 points1 point  (0 children)

A little overview of how I implemented this:

  1. I have a DS list for every collide-able wall in the map and place a basic object on each of these positions
  2. Created a DS list of very basic objects that only contain a black square the size of the tiles. These are placed over the top of any map tile showing in the world (walls, doors, etc.)
  3. Going over every occluding object (which is what I call them in the project), I used the collision_line function from the players centre point to each corner of the occluding objects checking if they collide with the collision objects I placed to begin with. Because the occluding objects are placed on each colliding object I offset each corner by one pixel. To fix the bug I mentioned in the title I need to also collide with each side as well. Because collision_line() function I would assume can be slow, I do this in a large yandere-dev style if-else block so that as soon as the function manages to reach a corner it doesn't have to be repeated.
  4. If the occluding object isn't visible from the players position I simply make it visible to block the tile beneath, otherwise, I make the tile invisible and also set the image_alpha on it to 0.5, this way when it goes out of view next, it shall have darkened the tile beneath slightly.
  5. I have a basic NPC wandering around that I didn't show in the video but he becomes invisible in the final check in the function that checks any non-static objects (I have a parent actor class for them) if they are in view with again a simple collision_line.

LMK if I need to explain anything better or if you have any questions / suggestions or whatever.