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Week Of Awesome IV - The Competition Thread

Started by August 08, 2016 04:00 AM
166 comments, last by slicer4ever 8 years, 1 month ago

I think that I might have an idea as to where the problem lies: My shaders take their colour from the given vertices. However, the environment--being a quick test-room--has no vertex-colours, nor a material to specify that they should be used. It may be that some cards--my own presumably included--deal with this by providing the colour white, while other cards--yours included, I imagine--do... well, something else. This seems to be borne out by the fact that the player's arms and the enemies--which should have vertex-colours--appear to be correctly rendered.

If so, then the problem should disappear when I create some proper environments.

(Having seen it in the video that you posted, I am now somewhat tempted to go with a blue colour-scheme for the environments, rather than the white that I previously had in mind...)


I think that sounds very much like the root cause, particularly since everything else seemed to render perfectly fine. Toss me another build when you get the environment properly colored and i'll let you know if their's still issues. I'll hold off booting up my other machine to run another test for now.
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

The progress for day 3...

http://www.gamedev.net/blog/2213/entry-2262117-woa-iv-day-3/

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Day 3 Entry: http://www.gamedev.net/blog/2098/entry-2262118-woa-iv-day-3/ Feeling pretty busy now and time is starting to feel against me.

Day 3 nears the end, more progress: http://www.gamedev.net/blog/1966/entry-2262119-week-of-awesome-i-v-day-3/

I feel there's a neat game somewhere in there, but it needs tender care. And staying away from SotLs drug party :)

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Day 3 entry: http://www.gamedev.net/blog/1924/entry-2262120-week-of-awesome-iv-day-3/

Now, Lets see if I can make this as good as I think it could be.

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

I have updated my blog for day 3 at http://darkdroid.com/

Gamedev journal: http://darkdroid.com

Homepage: http://www.kodingnights.com

Follow me on Twitter: https://twitter.com/kodingnights

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Day 2 Journal here!

I know its late... I'm starting Day 3 now in fact!

Hey I've got a video. This is my day 3 update!

http://aletheiagamestudio.com/day-3-dino-walking/

Well it's the end of day 3 for me and I'm getting sleepy.

I spent some time not really getting anywhere and then suddenly it all came together and I made a bunch of progress all at once.

Things I've achieved today:

  • Some more tweaking my character movement which I am now happier with.
  • I have a minimal implementation of the evolution theme working. Currently it's a single mechanic for 1 evolved form. I intend to add other evolved which have different gameplay mechanics.
  • I have settled on how the game will progress levels (collect all the stuff!)
  • SoundFX yay!
  • Various other internal improvements which I won't bore you with :P

I still need to implement the level progression, which I had hoped to do today but is now bumped back to tomorrow ;-)

Tomorrow I am also hoping to make some progress on my other theme: shadows! I'm not 100% sure how I'll do that or what it will look like, so that'll be interesting!

I'm no artist so I'm going for a minimalist look 'n' feel. Here's the obligatory screeny for today:

[attachment=32900:day3 (end).png]

Prototype 2!

I quite liked the blue environment in the bug-video that Slicer uploaded yesterday--although that colour was a little too intense, I feel. As a result, I've elected to give my setting a pale, dusty blue colour instead of the originally-intended white.

Major changes:

- Two rooms in the intended final "Undead" art-style (although only one has spawners right now, and the space between them is work-in-progress)

- A new enemy, with a ranged attack

- The player now collides with enemies

- The default keys for attacking and blocking have been swapped, as Slicer suggested.

I'm no artist so I'm going for a minimalist look 'n' feel. Here's the obligatory screeny for today:

Honestly, I think that it works: it's clean and cute. My only real suggestion is that you have some light colours on light backdrops--perhaps darken the backdrop, or add an outline to the lighter objects?

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan

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