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Re: What are you working on? [Re: rayp] #477647
07/19/19 10:04
07/19/19 10:04
Joined: Feb 2005
Posts: 48
Hamburg, Germany
Jerome8911 Offline
Newbie
Jerome8911  Offline
Newbie

Joined: Feb 2005
Posts: 48
Hamburg, Germany
Originally Posted by rayp

U may have noticed i used a new font. Looks better then the old one btw.


Very True. The new font looks way better... but I think a font like from a typewriter would suite the letters even better. Maybe these are useful:
Serifenlos
Mit Serifen
Edit: all of them are free fonts, so no intellectual property infringements.

Do you read the text for the letters out of a file or are they "hardcoded"?

It seems to me quite a coincidence but I was doing almost the same damn thing just these days:

[Linked Image]

It is not a letter but a tutorial, showing two arbitrary images and text.
At first all of the text was hardcoded, but now I read all strings out of an extra file.
Took me quite some time but I hope this will make localization easier, once my project is that far.

Originally Posted by rayp

For now i dont plan to use it / make a game with it. Just wanted to see if i could do such type of script, and have to say, iam quiet happy with it so far wink


For not planning on making a full game you seem to work a lot on that project wink


Last edited by Jerome8911; 07/19/19 17:08.

Visit my indieDB page for Tactics of World War One

Or download Scheherazade's Journey, made for the A8 Winter 2020 Game Jam

Re: What are you working on? [Re: ratchet] #477655
07/19/19 20:34
07/19/19 20:34
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
Quote
but I think a font like from a typewriter would suite the letters even better
Even more Resident Evil style laugh .
I thought about reading from files but then i hardcored them. In my case i dont see a reason for reading them from files for now.

Quote
I was doing almost the same damn thing just these days:
I see yes very similiar work we were doing. Nice looking btw.

Quote
For not planning on making a full game you seem to work a lot on that project
Need to occupy my brain wink
If u think i invested a lot of work there for "nothing", then you should take a look here:
https://opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=459479&page=8

https://youtu.be/eg1KiICHh-g

grin

Most times i broke my neck on Content / Level creation. Iam no model maker. I have a feeling for building maps with props. But making the Content / Level is not really mine. If i look to some Levels and graphics in Unity...a tear runs down my face. Its a shame 3dgs is that far away from now a days Standards. And me to lazy to start from scratch again...nah.
BUT
i still love 3dgs and to work with. Best light weight prototype System ever!
Think of how awesome 3dgs could be...with more users...a asset store...but thats a dream.
I never complained or posted much in the "Is 3dgs dying" topics...so those lines above i had to let out now wink
And for me it never dies, cause its still a mighty and fast tool for developing game software of ALL sort of styles.
But this is getting off topic yet grin

Greets


edit:
btw...the forum post time stamps arent correct somehow.

Last edited by rayp; 07/19/19 20:50.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: ratchet] #477800
07/29/19 23:42
07/29/19 23:42
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
[Linked Image]
So YRPG Toolkit is the first game development toolkit which uses Reshade as a featured shader library and Acknex's 3D Gamestudio.

Activate, combine and preview reshade shaders from reshade instantly and let them be a part of your very own game.

Great Soundtrack by: Ynor9


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #477811
07/30/19 16:15
07/30/19 16:15
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
Looks great!

Re: What are you working on? [Re: ratchet] #477832
08/01/19 16:41
08/01/19 16:41
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
Having a great discussion about finding a pirated version of my game... https://www.reddit.com/.../pirated_version_of_my_game/

Re: What are you working on? [Re: Dooley] #477834
08/02/19 08:06
08/02/19 08:06
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Oh, i actually saw the thread yesterday without realizing it was you,
here is the working link
https://www.reddit.com/r/gamedev/comments/ckde9d/pirated_version_of_my_game/


3333333333
Re: What are you working on? [Re: Quad] #477870
08/08/19 12:37
08/08/19 12:37
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi all!
These holidays I have been working in an editor for my little 2d world. I just finished the basics for the tilemap editor, which can create 'brushes' (tiles setups). I have to say that the more time consuming part has been the UI, which I modified to manage everything with globally allocated structs allocated at start. The time for the world editor itself has arrived.

[Linked Image]
[Linked Image]
[Linked Image]

Salud!

Re: What are you working on? [Re: txesmi] #477889
08/12/19 07:38
08/12/19 07:38
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi all!
One of the unsolved things of my little project was the way to manage a large count of units without slowering the render process to its stop. I found a way that makes use of some views and render targets to draw up to 16K units by draw call. It works pretty well. Each unit walks along its own path which is computed by the CPU on demand of an event manager as output of the rendering process when it reach the path end. They do not collide each other and will not, it would break the whole process. Here goes a demo with 4K units running on a 256x256 grid. I think some hundreds will be enough for my project.

[Linked Image]

Salud!

Re: What are you working on? [Re: txesmi] #477957
08/19/19 13:04
08/19/19 13:04
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi!
I ended the basic stage of my 2d editor and built a tiny level. I did not found any malfunction in the process. yeeeaaah!!
[Linked Image]

Re: What are you working on? [Re: HellThunder] #477985
08/21/19 13:28
08/21/19 13:28
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Awesome results! laugh

I wanted to share my obstacle avoidance (no pathfinding) for my current project (clickable image).
[Linked Image]

Best regards.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
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