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Vapourware Codexian Game Development Thread

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Jaesun posted the link. If it's been taken down we can work something out.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Fuck I don't think I got the 16G one.

EDIT: Nvm, I did. It's the 10 I didn't get.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
It appears to be totally separate, but apparently that guy is willing to hook anyone up with the 10GB one, too.
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439
Wait, so does the 16gb one INCLUDE 10gb one? Is it just an updated version?
They are two separate bundles, I'm pretty sure. One was released for GDC 2015 and the recent one was GDC 2016. So you're getting a whopping 26 gigs of royalty-free professional sounds!
 

shihonage

Second Variety Games
Patron
Developer
Joined
Jan 10, 2008
Messages
7,199
Location
United States Of Azebarjan
Bubbles In Memoria
Drawback is that they are kind of teasers of larger sound libraries. You don't get any full sets. Still, really good.

True, in my case I found perhaps 5-10 useful sounds among the bunch (in the 2016 bundle). Will have to check the previous year one.

5-10 useful sounds in 16gb of sounds??

It's gonna take me a while to download this on my potato link and see for myself... better not be right.
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
Meh. From what I've checked so far, yea it's a marketing teaser, not made to be actually useful or usable per se.
Don't get me wrong, lotta good quality stuff in there but they are here just to wet your appetite and make you go: shit, that's nice but I'd need that too. It's free and all that of course, which is always nice, but from what I've isolated so far, I'd only, if at all, use the shit I can tweak/re-cut for various UI sounds. Rest would just feel weird if you don't stay consistent the entire way (ie: good forest sound here in the forest but shit for that plain or mountain because it's not there, etc).

That said, I think I'll just keep doing what I've been doing so far: Grab my mic and go "pew pew", "bang bang", "woosh!" and be done with it. Funnier that way :)

edit
Browsing through GDC2016 pack now, bigger but bit the same really. Some gun sounds that could be used I guess if you're not picky.
All in all, I think I'd rather go all crap sound I make myself to keep things consistent and have fun with it, than use random bits and pieces of high quality sounds.
 
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Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
739
Location
Ergendon, Merrentar
Codex 2012
5-10 useful sounds in 16gb of sounds??

It's gonna take me a while to download this on my potato link and see for myself... better not be right.

I guess it may depend on the type of game you are making. From what I remember, Gore and Guns seemed to make the bulk of the sounds.

EDIT: Downloaded the 10GB version, and for my purpose (medieval, RPG, nature) it has quite a few sounds that I can put to good use.
 
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Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I'd love to do more with my tile set but I have no time if I'm also gonna have to draw more enemies, come up with AND implement combat system, and create a dungeon that takes at least 15 mins to play through.

Also gonna need sounds and music. Guess I could try make the music myself.
 

Keldryn

Arcane
Joined
Feb 25, 2005
Messages
1,053
Location
Vancouver, Canada
I've had ideas for a contemporary/urban fantasy CRPG floating around in my head for several years now, so I thought that I would put together a prototype using the same tools that I used for this one. I had to spend a lot of time finding the right balance between realistic proportions and what works best with a 3/4 top-down camera, as well as what is needed for pathfinding (i.e. wide sidewalks).

XaMrrQI.jpg




jbvP4KJ.jpg


Already have a dynamic day/night cycle in:

eesRmtX.jpg
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439
I'd love to do more with my tile set but I have no time if I'm also gonna have to draw more enemies, come up with AND implement combat system, and create a dungeon that takes at least 15 mins to play through.

Also gonna need sounds and music. Guess I could try make the music myself.
Yeah I'm in the same boat - not sure if I'm gonna have a finished game by the deadline, because there's still so much to do, and not much free time with work and other things going on.
Right now I have a maze-walking simulator. I'm going to try tackling game mechanics next, which will be a combination of combat and navigation puzzles. I can crank out some more sprites and visual polish at the last minute if I need to.

For sounds I'm probably going to use a generator like JFXR or LabChirp, to get basic attack sounds, spells and interface blips or whatever.
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,181
Location
デゼニランド
I don't have much time right now and I barely made any progress (and tbh, I'd rather use my free time to finish the game, since I'm way behind my schedule), so I guess I won't submit anything for this jam. Good luck to you, guys.

EDIT: I can do some music for one of your jam projects, though. Ping me if you need some and you know you won't have time to do it.
 
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mutonizer

Arcane
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Joined
Sep 4, 2014
Messages
1,041
Yeah I'm in the same boat - not sure if I'm gonna have a finished game by the deadline, because there's still so much to do, and not much free time with work and other things going on.
Right now I have a maze-walking simulator. I'm going to try tackling game mechanics next, which will be a combination of combat and navigation puzzles. I can crank out some more sprites and visual polish at the last minute if I need to.
For sounds I'm probably going to use a generator like JFXR or LabChirp, to get basic attack sounds, spells and interface blips or whatever.

If there's too much things to do for the time left, remove things to do and just keep the very core is where I'm at.
I just want something that's done by the end of the time given, even if it's feature light and whatnot. Think that's the goal of jams, just finish something, whatever it is, then move on.

I'm at combat mechanics as well and that takes not only a lot of thinking/design but fucking nightmare to code properly too. Going to be GURPS very-light :)
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I'm downloading some completely legal instruments now and it will be interesting to see what I can cook up.
 
Joined
May 5, 2014
Messages
1,677
I've had ideas for a contemporary/urban fantasy CRPG floating around in my head for several years now, so I thought that I would put together a prototype using the same tools that I used for this one. I had to spend a lot of time finding the right balance between realistic proportions and what works best with a 3/4 top-down camera, as well as what is needed for pathfinding (i.e. wide sidewalks).

Now this is really neat and I don't really think theres be much attempts at an urban fantasy RPG.
Maybe you could get inspired by Nightwatch by some Russian game devs.
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
Quick weekend update.
Getting there somehow. Got most of the shit working nicely, just need to rig AI components into the mix somehow, put some actual indicators about the attack/defend sequences (probably floating text, no room for a log), rig in the body part attack location selection UI and polish a bit.

 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
Quick weekend update.
Getting there somehow. Got most of the shit working nicely, just need to rig AI components into the mix somehow, put some actual indicators about the attack/defend sequences (probably floating text, no room for a log), rig in the body part attack location selection UI and polish a bit.


your game breaks the competition rules since it's not true low res and just upscaled because it doesn't adhere to the 64x64 pixel rules.
for instance, you use non-pixel movement in the headbob animation

shoulda read the rules mang
 
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mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
your game breaks the competition rules since it's not true low res and just upscaled because it doesn't adhere to the 64x64 pixel rules.
for instance, you use non-pixel movement in the headbob animation

shoulda read the rules mang

Yea, headbob animation is just early dummy test that I forgot about really so thanks for reminding me.
Aside from that, the only thing that's not right is the name input field and I think I'll just get rid of it completely since I don't want to bother with making it right.
Otherwise, everything's following the pixel thing.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
your game breaks the competition rules since it's not true low res and just upscaled because it doesn't adhere to the 64x64 pixel rules.
for instance, you use non-pixel movement in the headbob animation

shoulda read the rules mang

Yea, headbob animation is just early dummy test that I forgot about really so thanks for reminding me.
Aside from that, the only thing that's not right is the name input field and I think I'll just get rid of it completely since I don't want to bother with making it right.
Otherwise, everything's following the pixel thing.
alright, good job mang
 

ProphetSword

Arcane
Developer
Joined
Jun 7, 2012
Messages
1,758
Location
Monkey Island
Something I've been working on in my free time...an hour here and an hour there. There's no walls yet, but a lot of the systems are in place, including a rudimentary combat engine.

sd1p1u.jpg
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,181
Location
デゼニランド
:x

Unity renderer pisses me off again.
Random disappearance of distant lines, strange jaggies, and other pleasant shit such as inability to make the lighting look absolutely flat.
I'm not even talking about the UI - for some reason Unity is unable to render fonts in a clean, pixel perfect manner in DX9 mode.
Edge Detect is out, edge lines way is out, flat look is out. Fuck.

Gonna try to use UV lines as a way to give that wireframe-like look. Guess it's the only remaining way to make it look right without issues.
 

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