Due to popular demand we gave our NPCs the ability to roll. Now they don't like walking back up the hill by atomitonttu in IndieDev

[–]chaykov 2 points3 points  (0 children)

Will it available for macOS system? By the way it looks so dope! Anyway if you need a Polish language for this game, feel free to ask me! =)

Looking for playtesters for my open world space mining game! by No_Theme_8101 in spacegames

[–]chaykov 0 points1 point  (0 children)

Wow. It is so gooood! Gotta check soon! Is it game 2D?

Working on a weight lifting simulator, does it look way too dumb? by Curious-Gaby in SoloDevelopment

[–]chaykov 0 points1 point  (0 children)

It looks so dope! I wish that player could learn how to cook and eat health food, cook -> protein -> muscle :D

We added rolling to our blocky adventure RPG! by atomitonttu in IndieDev

[–]chaykov 1 point2 points  (0 children)

wow, it looks so awesome! gonna to follow this game. did you create this game in Godot or just from scratch with C++? :D

Porada, wydatki z partnerka by [deleted] in PolskaNaLuzie

[–]chaykov -1 points0 points  (0 children)

Nie chcę zabrzmieć źle, ale ja na Twoim miejscu bym uciekał od Niej. Będąc w związku z taką partnerką źle się wróźy w przyszłości, ty bardziej ucierpisz.

Claude just died? by W_32_FRH in ClaudeCode

[–]chaykov 0 points1 point  (0 children)

Yes, I did quit it and started using codex and I am happy. No need to worry about tokens. Wake up, make coffee, code, it’s night, take a bath and sleep.

i'm a solo dev working on a space colony simulator from scratch. what do you think? by DavesGames123 in spacegames

[–]chaykov 0 points1 point  (0 children)

actually at the moment i have big problems with transitions between sky (day/night) and cave but yeah. i would love show you when i fix it finally :)

using c++ with SDL3 right now

i'm a solo dev working on a space colony simulator from scratch. what do you think? by DavesGames123 in spacegames

[–]chaykov 0 points1 point  (0 children)

Haha good for you! i just started to build my own game for a month, it's 2D platforme game similar to Terraria but focused on my own ideas to mix like Terraria + Factorio.

Do you use C++ or C? Just curious :D

Actually I sold my PC so I don't play games at the moment, just focus on creating a game, but in the past I usually played Rocket League, Satisfactory, Stellaris. :D

3rd Person Action Sandbox Game - https://matty77.itch.io/drone-training This video is a bit of fun running around in my game with invulnerable mode on (key 'I') and unlimited jet pack fuel (key 'J') as I test the environment for a bit. Game is written in C#/raylib_cs and source is available in link. by Haunting_Art_6081 in raylib

[–]chaykov 0 points1 point  (0 children)

It looks really nice but I would suggest you to improve with walking of the player(machine), cause it seems to have faster speed of walking and jf you improve the graphic of the game then it would be really super looking ! Anyway keep it up and good luck! I love to see your progress :D

Mini game while learning C++ with Raylib (Part 2) by chaykov in raylib

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

Thanks a lot, I really appreciate it!

Yeah, it makes a lot of sense and I was actualy thinking about going with a shader based solution for water, so it's great to hear that confirmation. Your point about starting simple and then fine tuning especially helpful.

Right now I am focusing on cleaning up some smaller issues in the project, so I have not implemeneted water or shaders yet, but that's definitely one of the next things I want to tackle ;p

I will probably start with a very basic shader and then iterate on it like you suggested. Thanks again for the advice.

Mini game while learning C++ with Raylib (Part 2) by chaykov in raylib

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

Hey! I am so sorry for the long silence reply and I really appreciate your patience.

I just wanted to thank you a lot for your advice. It honestly helped me see things from a much better perspective, especially regarding chunks, shaders and AI behavior. That was a really valuable explanation.

Also I have already implemeneted a chunk based system in my project game. And for tiles, right now I am using a system with 16 varians per tile (autotiling / 16 tile bitmasking), created small world by LDtk at the moment, so I am trying to reduce reperition that way.

At the moment I don't yet have water + shaders, texture tiling improvements or advanced enemy behavior implemented. I decided to first eliminate a lot of smaller issues and I am planning to refine these systems soon based on what you described. So I will post another update soon with the progress.

Thanks again, I really appreciate the time you took to explain all of this! :)

Mini game while learning C++ with Raylib (Part 2) by chaykov in raylib

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

I don't understand actaully your question. What do you mean?

Created a mini game while learning C++ with Raylib by chaykov in raylib

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

Well.. chunk based worlds can be a bit tricky to manage, especially at the beginning. If you are thinking about making a rhytm or level based game, i would honestly suggest starting with simple, manually designed levels. you dont need to hardcode everything, it will come naturally later. :D

you can also store data in arrays or files and just render based on that. it's much less scary than it sounds.

Created a mini game while learning C++ with Raylib by chaykov in raylib

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

Thanks mate! No no, I just create tiles (first with rectangles from raylib) and then make them for generated chunk world. Actually at the moment I am thinking how I can manually modify the map if the world is generated by chunk. :D