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Vapourware Codexian Game Development Thread

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

  1. Jaesun Fabulous Moderator

    Jaesun
    Joined:
    May 14, 2004
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    Location:
    Seattle, WA USA
    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    Which ones? Everything on the last page loads fine for me.
     
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  2. Zed Codex Staff Patron

    Zed
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    Oct 21, 2002
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    16,907
    Codex USB, 2014
    imgur was down for like 15 mins or something I think.
     
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  3. eric__s ass hater Developer

    eric__s
    Joined:
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    dumb song

    I've been experimenting with applying European C64 composition techniques to the Game Boy soundchip in my spare time. This is a remake of the song from Arkanoid. The European C64 scene was all about maximizing the amount of sound you could get out of 3 channels and they developed a lot of really interesting and advanced techniques. I discovered and had been using some of them on my own, but I'd never really made a concerted effort to apply most or all of them at one time. It is a very different but satisfying way of writing music for old chips.
     
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  4. Das Graphics.
    [​IMG]
    Mostly experimenting with Unity3d and various progs. Have some ideas for the games, but unless I get off my butt and find time to learn some coding...
     
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  5. Zep Zepo Titties and Beer Dumbfuck Repressed Homosexual

    Zep Zepo
    Joined:
    Mar 23, 2013
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    5,233
    Half assed coder (me) is looking for half assed artist/modeler (or both) and maybe a half assed idea guy to help mess about in Unity and make a half assed tech demo of something resembling a half assed game.

    I'll try to put in a couple hours a week in on code (I got a full time job programming boring finance stuff). Been messing with Unity but getting bored dropping in untextured cubes and making them do things on the screen.

    I need some direction from a half assed idea guy and inspiration from a half assed artist and/or modeler.

    Zep--
    *half assed in not exactly a requirement.
     
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  6. Niektory one of some Patron

    Niektory
    Joined:
    Mar 15, 2005
    Messages:
    808
    Location:
    the great potato in the sky
    Pinging crojipjip.

    But seriously, have you considered contributing to an open source project? There are tons of them out there, you can likely find one that strikes your fancy.
     
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  7. Zep Zepo Titties and Beer Dumbfuck Repressed Homosexual

    Zep Zepo
    Joined:
    Mar 23, 2013
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    5,233
    Not ready to contribute to any open source.

    Free crap art/models on Unity Store not really doing much for me.

    Just want to create a simple scene or 2, with dialog/some inventory management/some gameplay just to dick around and learn the engine more.

    Just something easy that won't take forever and have some fun learning.

    Zep--
     
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  8. Surf Solar cannot into womynz

    Surf Solar
    Joined:
    Jan 8, 2011
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    8,688
    Some really fucking talented people posting in here! :salute:
     
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  9. Charles-cgr OlderBytes Developer

    Charles-cgr
    Joined:
    Mar 13, 2010
    Messages:
    972
    Project: Eternity
    I always meant to post here so I'll finally man up and do it.

    I've been working on that Sovereign thing, porting the Underworld engine from Game Maker 8.1 to Game Maker studio and it is a huge pain in the ass and it is taking forever. As I am basically rewritting everything in conformity with the new constraints (they are many, and I still discover new ones occasionally) I also improve things that I think needed improving. So far the game stretches to most resolutions, movement finally has both instant and fluid animation options, inventory is better and includes party inventory, portraits are in for characters, spell effects are almost done, character creation with skills and crafts is almost done, an untested content editor for quests is done, my map making utility is almost updated and I'm almost irrevocably crazy.

    To better learn the new workings of studio, be better able to anticipate problems, and have something worthwhile to do to calm down from the rage enducing porting work I've also been working on a TBS game that should be good fun to play on a tablet but will still be PC compatible (one of the perks of GM studio is multi-platform). At this stage I only have terraforming done, so nothing much to show.

    Like Shihonage i've had health issues to deal with. Fight club is doing wonders, but there's still a long road ahead.

    Hopefully everything will be in place Q1 2014.
     
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  10. DakaSha Arcane

    DakaSha
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    I started working on a unity asset that ill eventually try to sell on the store for about 20 bucks (rectangle cells will be a free download). I'm actually fairly sure of finishing this for once.



    not an exciting video but i think anybody who has tried to do something like this can understand how much of a timesaver it can be. Hexes in particular can be a bitch to code. Fun to code it though. Isometric tiles will be in the next bigger update. After some polish and some fluff ill decide whether to add it to the asset store or whether to add another category of features (which is what im leaning towards)
     
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  11. barker_s Cipher Patron

    barker_s
    Joined:
    Mar 1, 2007
    Messages:
    781
    Location:
    Poland
    Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex
    Nice work DakaSha! Although, before selling it on the Asset Store, I'd first do a litle research to see how your product compares with others available on the market in terms of price, features, quality, ui integration etc. There's quite a lot of similar projects out there on the store, so you're probably going to face some tight competition.

    In related news, I'm currently rewriting and improving my procedural dungeon generator. If I don't get bogged down by my job or my laziness, I might also be able to release it on the AS for a couple of bucks.
     
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  12. DakaSha Arcane

    DakaSha
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    Im not planning on making anything off of it. If i sell 5 copies ill consider it a success. Having said that i didnt find anything decent on the asset store(didnt look to hard though)
     
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  13. barker_s Cipher Patron

    barker_s
    Joined:
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    Location:
    Poland
    Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex
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  14. DakaSha Arcane

    DakaSha
    Joined:
    Dec 4, 2010
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    lol well that IS ragespline. My product is not half as complex and even more importantly very niche. But whatever. If i make $70 bucks off of something i was gonna make for myself anyways then i wont complain.

    Having said that I will probably add procedural generation options to this which will make it more stand out. Next semester is going to kick my ass though so im not sure i want to commit to that just yet
     
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  15. Destroid Arcane

    Destroid
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    May 9, 2007
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    16,628
    Location:
    Australia
  16. 20 Eyes Liturgist

    20 Eyes
    Joined:
    Nov 23, 2010
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    No, the theme was shit. 'Minimalism'? Isn't any game made in 48 hours going to feature minimalism? I'd like to eventually do one eventually, but I wasn't feeling the theme and I had a busy weekend so maybe next time.
     
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  17. tiagocc0 Arcane

    tiagocc0
    Joined:
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    Location:
    Brazil
    Hey DakaSha, I saw your port of as3delaunay to haxe, is it done?
    How does haxe works? Can I really port it to C++?
     
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  18. DakaSha Arcane

    DakaSha
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    I dont even know what happened to that code to be honest. There is a port out there somewhere but iirc (its been awhile) it leaves a lot to be desired.

    HaXe is a language that can be compiled to a shitload of platforms. If it meets your needs its an amazing language. Its basically a 'better' and statically typed as3 in terms of syntax
     
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  19. tiagocc0 Arcane

    tiagocc0
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    Brazil
    I want to learn HaXe and Haskell, but it might be a while before I have time to do that.

    I was interested in your code because it contained Amit's code, I'm planning on using the map generation up to this point:
    [​IMG]

    And Amit's code is based on Nodename's code, this one I did find a port to C++ which I'm already using.
    https://github.com/SirAnthony/cppdelaunay
     
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  20. DakaSha Arcane

    DakaSha
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    yeah thats the same reason i had gotten into as3delaunay.
    I havent used haxe in a while though
     
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  21. tiagocc0 Arcane

    tiagocc0
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    Do you have plans to make your game on HaXe or you have something else on your mind?
     
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  22. DakaSha Arcane

    DakaSha
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    I dont really have a game im working on. there is no chance ill finish one so i just do conceptual shit and engine crap. HaXe is a good choice if you want to be able to release to a shitload of platforms including mobile and flash. If you do end up using it look into NME which is a library that makes shit even easier
     
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  23. tiagocc0 Arcane

    tiagocc0
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    Thanks, I will look into it
     
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  24. DakaSha Arcane

    DakaSha
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    Btw were you planning in doing your galaxy map with this voronoi method?
     
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  25. tiagocc0 Arcane

    tiagocc0
    Joined:
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    Yeah, it's working already:
    [​IMG]

    It's the way I wanted for the starmap. Later I will try to port Amit's code to make the planet map.
     
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