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Vapourware Codexian Game Development Thread

Discussion in 'Codex Workshop' started by 20 Eyes, Feb 10, 2012.

  1. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Gotta give it a try, thanks for the suggestion.
     
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  2. Mastermind Cognito Elite Material Patron Bethestard

    Mastermind
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    game art really isn't like riding a bike, everytime i take a break from development my skills go back to 0 :negative:
     
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  3. d1nolore Learned

    d1nolore
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    What game making software would people here recommend? Like game maker studio or something similar? What version?

    I want something that is easy make games and easy to deploy. But maybe can go deeper if I want to put more effort in.

    I can program in a few different languages so I can pick up any scripting. I don't have free time to build something from the ground up so am looking for a studio to build things for a hobby. Willing to pay for something but don't want to waste money on something I don't like.

    Any recommendations?
     
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  4. Mastermind Cognito Elite Material Patron Bethestard

    Mastermind
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    rpg maker & its variations are easier, game maker is more flexible (in that you can make just about any 2d game in it) and what I recommend, but you'll have to do more work. still a lot easier than programming an engine from scratch
     
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  5. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    per Bad Sector's suggestion

    gotta tweak it a bit
     
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  6. Excommunicator Arcane

    Excommunicator
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    now do my suggestion pls
     
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  7. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Ok, I will add virtual telakoituminen in cybersaunas.
     
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  8. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    Quake mapping is bretty fun. I like it.

    [​IMG]

     
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  9. Joonas Arcane Developer

    Joonas
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    [​IMG]

    First public release of my graphical roguelike Zorbus. More info and download at http://www.zorbus.net
     
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  10. d1nolore Learned

    d1nolore
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    I like the UI; fresh, clean, and attractive.
     
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  11. vlzvl Learned

    vlzvl
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    Pretty good and clear sprites, but it seems the UI is a bit empty and missing a lot of information.
    Also, why are you changing the floor tiles to light-dark? why not using just one
     
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  12. Joonas Arcane Developer

    Joonas
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  13. Bad Sector Cipher Patron

    Bad Sector
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    Insert Title Here RPG Wokedex
    Not something i'm working on, but could inspire someone :-P... i was looking into some old files and found this dungeon editor i wrote a few years ago in C++ Builder (from 1996):



    I wanted to make some sort of retro dungeon crawler that would play on old (late 90s) PCs but, as usual, i lost interest :-P.

    I really like the pixel art. The resolution is kinda weird, what is the native one? Or it can scale?

    I poked a bit around the EXE file, i see you used Delphi (5?) to make it. Nice to see someone who uses Delphi/Pascal for gamedev :) and kind of an interesting coincidence i decided to post my C++ Builder video now (i only checked the EXE after i quoted the image above). Have you tried to compile the game with Lazarus? If you only use VCL it should take very little work to create Linux and macOS versions.
     
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  14. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Getting better at shaders. Tried adding some slight dithering to the fog to make graphics somewhat grittier, but apparently it causes flickering on shit monitors.

    Guess I'll have to remove this effect. :negative:

    dithering.png
     
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  15. Joonas Arcane Developer

    Joonas
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    The screen can be resized from the settings:
    http://www.zorbus.net/graphics/s11.png

    Yes, it's made with Delphi. Haven't yet tried with Lazarus but I'll look into it. I don't use any 3rd party components so hopefully it will compile.
     
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  16. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    dg2.jpg
    Fake lighting updated, dithering turned into an optional effect, fake light shafts added, lines are in with a faster shader to do stuff.

    Now I need to rewrite the line editor, but I'll probably do it once I'm done with the addon for DG. Still need to finish a few areas and do more thorough testing to make sure everything works as expected.
     
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  17. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    Last post on DG2 for a while -- implemented a simple ingame console. Its intended usage is similar to the debug menu in DG1, but it should have more functions + should be less of a pain in the butt to use.

    [​IMG]
     
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  18. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    Well as much as I appreciate skybox support of source ports, I decided to use classic scrolling sky for this one:





    Sky texture is a modified version of the vanilla one.
     
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  19. redactir Artist Formerly Known as Prosper

    redactir
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    Demos little bit of everything except the elevators and dialog.



    password is test


    The game will feature combat, loot, upgrading stats and skillpoints. I still have quests, multiple solution areas, dungeons, and a whole bunch of reactivity planned.
     
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  20. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    How do we pass the test?
     
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  21. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    fun fun fun fun fun fun fun fun fun
    [​IMG]
     
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  22. hello friend Arcane

    hello friend
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    I'm on an actual spaceship. No joke.
     
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  23. Nathaniel3W Rockwell Studios Developer

    Nathaniel3W
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    It looks fine, but why stick with the red wireframe if you're actually coloring in all of the polygons?
     
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  24. zwanzig_zwoelf Graverobber Foundation Developer

    zwanzig_zwoelf
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    It's a test color to see if the shader is working as expected. Colors are going to be adjusted once I make a proper editor for it.
     
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  25. pat Learned

    pat
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    I did magic weapons and armour; added kobold slingers, orc chuckers and bandit archers; some streamlined UI and a heap of bug fixes.

    [​IMG]

    The cool emergent thing that happened was that with the addition of ranged enemies, the importance of lighting came to the fore and I only realised this after I found myself getting hammered from a kobold slinging at me unseen from the darkness while I stood in the light. I realised that this works in reverse and now there's a good reason why you might want to extinguish your torches before heading into a fight to maximise the element of surprise.
     
    Last edited: Mar 29, 2019
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