The JGO Bar!!: SixtyGig - Open World Retro RPG.

What I was thinking was that there might be a combination of src and dest parameters for glBlendFunc() which would have the effect of lowering each of the alpha pixels of the target image by 1, rather than setting the alpha of the tile in general. The table in the link is a bit confusing, but surely that is a possibility.

https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glBlendFunc.xml

I came up with a new method to do decay for now, it still uses the image buffer at the moment, but instead of lowering the alpha of a random pixel on the texture at a fairly quick pace it now waits X amount of ticks (500 ticks by default) then lowers 50 at random, and then draws it to the image.

The results seem to be a lot faster rendering and it’s hard to tell the difference.

http://sixtygig.com/junk/BloodTechDemo.rar (same link as last time, just overwrote the old copy)

Even at the lowest setting (100 now) I can render at full speed with blood all over. But I have a pretty high end machine. I’ll test it on my laptop later.

For now, beds calling! But let me know if this version runs faster. :slight_smile:

yeah with the whole screen covered in blood it decays the blood at 60fps now. it only slows down when theres live particles and when a new blood tile is made.

Main character animation is finally starting to come together!

http://sixtygig.com/junk/humandown1.gif

I need some testers to try out the latest InDev build of my game on a Mac or Linux environment, I believe I have setup the natives correctly but I have no way to test them. Windows users are more than welcome to download it and play around if they want to though. :wink: (NOTE: This was compiled with Java 8, you may need to upgrade if you haven’t already)

Please download, unRAR and run the jar inside and let me know if you have any problems/errors launching it. If you do, please give me the error report. (and if you know how, suggestions on a solution since I have no way to troubleshoot from my end. :smiley: )

If the game DOES launch, You can use WASD and Spacebar to navigate the menu. If you really want to poke around, check settings to see all the controls.

Here’s a few known issues to disregard:

  • If you use your left mouse button, you’ll send out a blood splatter (for testing purposes). But if that splatter hits an area off the map, you will crash.
  • Sometimes entering a building (Top left building is the only one at the moment) you will crash, due to blood on the floor in the previous map.
  • If you have serious frame rate issues, you can get “stuck” inside a collideable object.
  • One of my testers reports a serious drop in framerate, but only on the main menu. But I can’t replicate it on any of my machines, if you encounter this, let me know.

Protip:

  • F3 will enter debug mode, so you can see extra data. But it can cause a framerate drop on lower end machines due to calling/rendering a lot of additional data.
  • Spacebar will reset the game clock back to Noon, if you get annoyed at the darkness during the nighttime.
  • LMB will spew blood everywhere (weee!)

Enjoy! This link won’t be up forever, I will eventually take it back down. I don’t want InDev versions of my game flying around unchecked. :confused:
http://sixtygig.com/junk/3-23-2014-InDev.rar

… if anything, let me know what you think of the glorified 2D walking simulator game so far! :wink:

Have a look at the JDK8 compatibilty guide: http://www.oracle.com/technetwork/java/javase/8-compatibility-guide-2156366.html

Depending on what features you use, you could likely compile with -target version 1.7 (or perhaps earlier) and people won’t have to upgrade.

It’s complied for 1.7 already ( with 1.8 ), I just figure “you never know” since 1.8 is brand new. So I put in that notice. :wink:

Just a sample of the custom clothing color options. In the future when everything is fleshed out, you’ll have multiple styles for all the various gear/equipment you can wear, and almost all of it will be able to be colored all sorts of different ways… So you can really personalize your character!

This gif features basic shirts, pants, boots and gloves. But you’ll also be able to have custom hair, belts, eye color, skin color and in various styles/designs.

http://sixtygig.com/junk/colorseverywhere.gif

Advancing the art a bit more, here’s all the visible character gear layers in the game currently. :wink:

http://sixtygig.com/junk/onecooldude1.gif

No more naked boy wandering around the inner city!

haha. Yeah, I’m really looking forward to when I finish animating at least one piece of every equipable item. There’s a lot of item-related coding I need to do, and I want to wait until I have at least 1 of every “proper” item type to do it.

Right now I have “walking forward” and “facing forward” completed, but I still need to do the rest of the art for the basic items. Luckily, animating the items on the character is a billion times faster than animating the character himself since I have for the most part, a guide to work with.

The end product though will be the ability to buy/find/loot multiple colors of basically everything in the game short of a few limited exceptions, so you can really customize your character. Basically all standard clothing will come in a hundred or so (probably 128) colors, where as a few specific items like guns maybe come in 3 or 4 (Gold, silver, gray, black, etc). But even then, I want to throw in a few “special” items, like maybe a pink colored gun as a mission reward item, or just something fancy you can buy for the hell of it. But generally speaking most gun shops would usually only have realistic gun colors. Hell, down the road I could even add a “paint shop” that can custom color your items for a premium, giving you the option to have a gun in any of the 128 colors as well, if you really wanted to. Really what I am trying to do is balance the customizing to be somewhat realistic but still allow you to customize almost everything and still have some goofiness to it if you want.

New video posted of the Blood Particle system in it’s current state for those of you who can’t run the tech demo. :wink:

tVO9fJ3SJuc

Really nice blood work, good job.

Rayvolution, you seem to be very good at pixel art. May I know what program do you use to paint? And, if possible, any tutorial link?

I use Photoshop, as for tutorial links there’s tons and tons you can fetch online. It really all depends on the style you’re going for. Pixel art has so many varied styles it’s kind of hard to have one all-encompassing tutorial. One thing that’s universal though is shading. Shading is the single most important part of pixel art, so that’s where I’d focus once you have the basic concept down. :smiley:

Here’s a good laundry list of various tutorials though, most of them assume you’re using Photoshop or GIMP;

Thanks! I had tons of fun designing it. I’ve tweaked it a bit since the video, nothing notable enough to update the video though. Just some decay mechanic changes. I plan to repurpose parts of the system to do all sorts of fun particle effects, like water splashing, steam, dirt kicked up as the player walks, etc. Possibilities are endless. :smiley:

Started on NPCs finally! Will post a video soon, still working on some of the basic animations.

Currently, NPCs have a very limited AI. All they do currently is randomly walk around and detect when they bump into objects, then change directions.

http://sixtygig.com/junk/dev3-29-2014-1.png

Those look awsome!
Great work, cant wait to play the full game.

It does!
But you should really try to apply an uniform perspective…

Is it SixtyGig, or is the Matrix after Agent Smith took over (and for some reason started wearing multicolored Tshirts)?

(60 FPS too, by the way. :stuck_out_tongue_winking_eye: )

http://sixtygig.com/junk/dev3-30-14-5.png

I love coming back to this post, the progression is great and really inspiring. I hope that this game becomes something proper.