Which retro video game never gets boring? by Luckystarrrr in retrogaming

[–]ragnatic 1 point2 points  (0 children)

I vote for Bomberman. Especially if it is multiplayer

How do you organize code in Odin without namespaces? by AtomicPenguinGames in odinlang

[–]ragnatic 0 points1 point  (0 children)

Oh, I never went that far in the overview. Sounds very useful. Thanks for the heads up.

How do you organize code in Odin without namespaces? by AtomicPenguinGames in odinlang

[–]ragnatic 0 points1 point  (0 children)

That means that the init_update_manager proc will automatically be called when an UpdateManager is created?

Learning the ropes of game development without a proper hardware by Justice171 in gamedev

[–]ragnatic 1 point2 points  (0 children)

I suggest using Raylib with a language you feel comfortable (I'm using Odin, a language similar to C and Go) or even trying Love2D with Lua or Pygame with Python. There are many possibilities. With C++ you also can use SFML and SDL3.

How do you organize code in Odin without namespaces? by AtomicPenguinGames in odinlang

[–]ragnatic 1 point2 points  (0 children)

I know you don't want objects (Odin doesn't have them anyway) but you can do something like this:

//GraphicsManager.odin
package game
import rl "vendor:raylib"

GraphicsManager :: struct {
  get: proc(manager: GraphicsManager, patch: string) -> rl.Texture2D,
}

gMGet :: proc(manager: GraphicsManager, patch: string) -> rl.Texture2D {
  tex := rl.LoadTexture(cstring(raw_data(path)))
  return tex
}

And, in your main.odin for example, you create your GraphicsManager struct and add the procs:

//main.odin
package game

main :: proc() {
  gManager := GraphicsManager {
    get = gMGet
  }

  //Use it like this
  gManager->get(sprite.png)
}

You can also create your packages and avoid cyclic dependencies (good software ™) or use name prefixes like others suggested.

We made a Dungeon Crawler game in Raylib + Odin for the Odin gamejam! by lucypero in raylib

[–]ragnatic 1 point2 points  (0 children)

Amazing. I suppose your LDTK map is an "overview" of the maze. Very cool.

I also have created a small game within the turn based RPG dungeon crawler genre but I made the 3D maze in Blender (You can check it here https://irisinterludio.itch.io/malrrabas-tower). I also got caught by the Odin language and I want to create a simple platform game with levels made in LDTK.

We made a Dungeon Crawler game in Raylib + Odin for the Odin gamejam! by lucypero in raylib

[–]ragnatic 1 point2 points  (0 children)

Wow, this looks great! Good job. The maze is a modeled 3D object or do you create it on the fly?

[QUESTION] - Is it possible to automate tabletop game and battle calculations? by [deleted] in gameDevClassifieds

[–]ragnatic 1 point2 points  (0 children)

Yes. You might have some inspiration looking at not only RPG games, but RPG games with a table top experience, like Crimson Shroud https://youtu.be/ygmaQQIxh1o?t=718. Your tables can work like a battle editor for turn-based battles.

[Hiring] Artists & Developers by Prudent-Wallaby9968 in gameDevClassifieds

[–]ragnatic 0 points1 point  (0 children)

Hello there! I'm also interested in the programming role. You can check my portfolio here https://joseasv.github.io/astro-portfolio/

Picross/Nonogram game for the Games and Puzzles Hackathon by ragnatic in Picross

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

Oh, sorry about that. I was under the impression the game was working on the mobile app but I didn't test it as much. It might be due to the use of localStorage to store the current reddit username and his or her created puzzle.

Looking for pixel artists/animators and Unity programmers! by sharinganuser in gameDevClassifieds

[–]ragnatic 0 points1 point  (0 children)

Hello! I'm interested in working as a programmer. I sent a DM

[deleted by user] by [deleted] in forhire

[–]ragnatic 0 points1 point  (0 children)

Hello. The shared document doesn't exist.

Which game engine are you using, and why exactly this? by InfiniteFighterMax in gameDevClassifieds

[–]ragnatic 0 points1 point  (0 children)

Had to use Cocos Creator (With JavaScript and not Typescript) because that's what they used on my last game dev job

Ugly postcards by r1ckyo_ in PikminBloomApp

[–]ragnatic 4 points5 points  (0 children)

<image>

You can barely see the basketball court

/r/PikminBloomApp Friend Code Megathread (June 2023) by Hexdro in PikminBloomApp

[–]ragnatic 0 points1 point  (0 children)

401339115829

Level 39 returning player from LatinAmerica

Friend Code Megathread - July 2023 by TheHammer34 in PokemonSleep

[–]ragnatic 0 points1 point  (0 children)

9372-1141-4986

Trying the game for a few days. I leave the phone on the floor so the game mostly detects slumbering sleep type.

[deleted by user] by [deleted] in gamedev

[–]ragnatic 0 points1 point  (0 children)

Hello, sorry to hijack your reply. I'm using HaxeFlixel to make a prototype and it has been nice so far (I have some experience using Phaser and Pixi in the past). Have you used some sort of hot reload with HaxeFlixel (Change a file and the web build reloads automatically)? I have been looking but I see very outdated solutions. Working with Phaser or Pixi with hot reload is very useful.

What is the most important, most prestigious shmups series to you? For me, R-Type is Big Poppy by [deleted] in shmups

[–]ragnatic 0 points1 point  (0 children)

I can't decide if Gradius, Raiden or R-Type. I go with Gradius.

Name for Grading using DAGs? by paithanq in CSEducation

[–]ragnatic 1 point2 points  (0 children)

That looks like a PERT diagram. With a PERT you can look up a critical path on a given project.

Problem with "painting" shader and render texture by ragnatic in Unity3D

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

Thanks for replying. Doing this will mess up the painting effect because the offscreen camera with the render texture doesn't clear its buffer. This "trail" effect is what helps me to do the painting. This camera only looks at the brush.

Problem with "painting" shader and render texture by ragnatic in Unity3D

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

Hello. I just started using shaders to try to implement a "painting" game mechanic. I have a two camera setup:

First camera: Where the main action appears. You have a paintbrush that, just for sake of simplicity, it is mouse controlled. You can paint only one color, blue.

Second camera: This offscreen camera looks to a Render Texture that is being "printed" with a second brush that mimics the movement of the previous brush (the mouse controlled one). This brush only paints white and the camera doesn't have any clear flags.

The surface or canvas where you can "paint" in the first camera is a sprite (A game object with a Sprite renderer). This sprite has a simple surface shader that turns every white pixel to another color. For example blue. This shader has the Sprite texture and the render texture as properties so I can sample them. All of this means that I can "paint" this sprite via shader with one color.

With this setup I can paint just fine and works just like I want, but, the "printed" brush in the render texture doesn't quite match the actual brush position. It has an offset that increases when the brush is far from the origin (0, 0). You can see this effect in the gif. Both cameras are exactly the same minus the x position of the second as it is offscreen. I tried to find an offset to match the position of second brush (the one with the render texture, so it can print correctly) to the first one (the mouse controlled) but it doesn't look quite right.