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

Finally! Hit a good stopping point to show off/announce all the latest features! :smiley:

Timeline: Roughly 1 month of development since the last video, and a little over 2 months since development has began!

  • Tons of technical/code work behind the scenes.
  • Basic coding-free ā€œmod supportā€. (read below for details)
  • 8-Direction character movement animations.
  • Smoother character animation all around.
  • ā€œVisibleā€ equipment on characters
  • 140 Colors of almost every item currently (and in the future)
  • Framework for TONS of NPCs on screen at once (End of video)

A few behind the scenes things that can’t be seen here in the video are related to fundamental modding support. While I do not plan to have full-blown mod support, I do plan to allow players to make their own items, maps, NPCs, dialogs and more through manipulation of the game’s ā€œplain Englishā€ config files. Most of the game data is handled external to the code, so a ton of the game is ā€œtweakableā€. In theory, an expert in how the engine works could make his own little addition to the game in the future based on the current direction development is going.

Latest Video:

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Wow. This project is really inspiring, keep up the good work! :smiley:

Also, your character faces look like the ā€˜T_T’ face.

  • Jev

Your game looks optically just awsome, really.
But, not wanting to annoy you, the ground tiles perspective.

How can the perspective be improved on an orthographic projection?

hah, yeah, the top part is actually his eyebrow, but technically speaking it’s part of his ā€œeyeā€ so it’s currently colors to match his eye color (black) in the engine. In the future the top part of the ā€œTā€ should match the hair color. :wink:

I can correct it somewhat by making objects more oval and the square tiles rectangles instead. :wink:

I plan on experimenting with fixing the perspective and see how it looks if I redraw the round/square objects to ovals/rectangles, depending on the outcome I’ll either go with it or I might just leave it as is and call it ā€œcreative licenseā€. :smiley:

I really don’t have much terrain/flat objects to change to fix it either honestly, only the manholes and those square stone tiles really. The rest don’t have a perspective to change (like the road and grass textures) The floor lights you see aren’t actually floor lights, they belong on the side of the building so they should be perfectly round anyway, I just haven’t finished the street lights yet. :slight_smile:

The problem is that you see players, objects and wall vom oblique above, but the ground tiles from top down. That does not really fit together.
Simply rendering them less high than wide would change that.

Correct me if I’m wrong, but it seems like when your character moves diagonally, what you are doing is make him move at the same speed in the X and Y values.

To explain myself: If character moves to the right, you set his Xvelocity value to (let’s say) 50, and if he moves up you set his Yvelocity to 50, but if he moves diagonally to right-up you set his X and Y velocity to 50 which doesn’t make him move at 50 but at the square root of 50^2+50^2 which is 70.71, and that increase of speed makes his movement look kinda funny (at least in my opinion).

oh you’re completely right. Entity movement is on the list to be completely rewritten, currently it’s still just using basic X/Y*delta adjustments. I plan to convert it to vectors (using slick’s vector2f class) and do exactly what you’re describing. :slight_smile:

I can imitate proper vector style movement by just dividing the diagonal movement by ^2 or multiplying it by 1.4 for now, but I didn’t see much point since I plan on rewriting it all anyway. :smiley:

Actually you divide by √2, not multiply. Just so ya know :wink:

Gah, you edit-ninja’ed me, I literally just fixed that when I reread my own post LOL.

Caught you with your pants down! (your avatar)

Guess it’s better than pants off, at least I could put them back on in time and play damage control. :persecutioncomplex:

…our hero had decided to, uh… ā€œrelaxā€ a bit with his newly drawn pool tables!

http://sixtygig.com/junk/InDev-2014-04-06-4.png

http://sixtygig.com/junk/InDev-2014-04-06-5.png

http://sixtygig.com/junk/InDev-2014-04-06-6.png

:o

Is that shadow on the player dynamic?

If so, kudos to you! That is AWESOME. How did you do it?

No, the shadows aren’t dynamic. I drew all the game shadows carefully by hand. :stuck_out_tongue:

As cool as dynamic shadows would be, I’m not sure if it’ll be worth the effort. Honestly I’m not even 100% sure how I’d do true dynamic lighting in a 2D game without breaking the feel. :frowning:

Well, if I were to go about it (which I wouldn’t), I would first just get a general image where all pixels of the sprite that have an alpha value of more than 0, it is black. Then you draw the shadow at a skewed angle, relative to a light source close to you.

All hypothetical of course :persecutioncomplex:.

That’s a good idea if I hypothetically wanted to add it. :stuck_out_tongue:

My idea was to make rough 3D models of everything, place them over the objects that cast shadows but NOT render them, then have the lighting cast against them and where ever the shadow falls, draw the pixels there. The idea behind that was it would allow me to cast realistic shadows because things that are out of view (like the framework under a bar stool) could still be ā€œcapturedā€ and shadowed.

but that’s a huge amount of work. :smiley:

I’d ask the creator of Daedalus. I forget his username, however he made some really nice dynamic shadows on his players, and it’s a 2D topdown game. The shadowmapping part really isn’t that hard, it’s working out all the problems like shadow acne and the like from it that’s actually a little difficult. But then you’d have to do it for point lights instead of a directional light which is significantly more stressful (both on the brain and performance).

Normal/Bump mapping adds alot of depth to a game like yours.

Experimenting with screenshake! :smiley:

http://sixtygig.com/junk/screenshake1.gif

Watching it for too long hurts!