What I did today

Uploaded a WIP version of a track I am working on to SoundCloud to share with some friends, so they can give feedback: https://soundcloud.com/mathias-h/live-in-my-shell

Some feedback I already can give myself:

  • the bass in the beginning is not tight
  • the drums in the middle part are not loud enough (or the guitars are too loud)
  • the stabs at the end are not quantized, so they sound off together with the delay…

Do you agree? Anything else? Do you like it ? :wink:

Looks like sound cloud is hurtin’. https://techcrunch.com/2017/07/06/soundcloud-the-youtube-for-audio-cuts-173-jobs-closes-san-francisco-london-offices/

:’( But actually I only uploaded to soundcloud because I have no video… would have been youtube otherwise… so I am part of the problem!?

I would have to say no since you uploaded it to SoundCloud :slight_smile:

That bass part is fucking awesome!

Cracked open TritonForge again to resume work, and made many little (yet significant) additions.
Finally got around generating worlds on a separate thread and making progress bars for each step! Have no idea why I had such a hard time getting this done the other times but now I’m really happy that it’s done.

The main splash screen also works better now. It pops up as soon as the game is launched and tells the user about each step of game loading. Simple yet satisfying.

Since the last time I posted here, I’ve also gutted and redone the sky to have more colors throughout the day, simplified the evergreens in the background, made clouds translucent, and added roughed edges to background tiles.

Torches also flicker a bit now, I find it cute :slight_smile:

Sometimes it’s easy to forget just how much the little things matter.

Working on the atmosphere of my game today :slight_smile:

I:
made the first weapon texture -

switched the level system which previously had a single array of tiles, blocks and some other stuff to a chunk based system. In the short term it will negatively affect performance and greatly decrease memory usage, in the long term it will allow for better performance as it acts in the same way as a quadtree in that it allows me to narrow down an area to search in vastly.

I made a streaming parser for a new JSON variant. I call it “tagged HJSON”. It handles HJSON with the addition of tags to objects, which is about the only thing that seriously makes JSON less useful than XML, because XML blocks have named tags. It looks a bit like this:


#thjson (optional first line)
{ # Optional root {} construct
  # comments are useful
  # specify rate in requests/second
  "rate": 1000

  // maybe you prefer js style comments
  /* or if you feel old fashioned */

  # key names do not need to be placed in quotes
  key: "value"

  # you don't need quotes for strings
  text: look ma, no quotes!

  # note that for quoteless strings everything up
  # to the next line is part of the string!

  # commas are optional
  commas:
  {
    one: 1
    two: 2
  }

  # trailing commas are allowed
  trailing:
  {
    one: 1,
    two: 2,
  }

  # This is a tagged object
  tagged:
     clazz {
	    one: 1,
	    two: 2,
     }
     
  # It does tagged arrays too
  taggedarray: integers [1, 2, 3, 4]

  # multiline string
  haiku:
    '''
    JSON I love you.
    But you strangle my expression.
    This is so much better.
    '''

  # Obviously you can always use standard JSON syntax as well:
  favNumbers: [ 1, 2, 3, 6, 42 ]
}

The tagging is purely optional and essentially just passes in a string to the beginObject() or beginArray() events. I plan to use it to refer to a map of tags to Java classes - so I will be able to use this new THJSON format to deserialise resource data directly into POJOs. Neat!

It’s about 680 lines of source and could do with optimising… it’s nowhere near as fancy lightweight as the FTL parser. I will tidy it up a tiny bit, optimise it a bit, and share it on JGO soonish.

Cas :slight_smile:

will it handle quotes in quotes?

Yup. And binary and hex int literals too, which is sometimes handy. And one of the best bits is the multiline string handling.

Cas :slight_smile:

More giant robot shenanigans today.

Almost reached the end of my GUI building fun.

What are you making? Is this some kind of Dorf Fort-esque game?

Zero hour game development continues, found 20 minutes spare to add back lights to vehicles, a centre point light and re-position lights correctly, they were previously positioned to the centre of the vehicle’s body.

Function to calculate position of lights relative to the centre of the car, improvements welcomed!: https://gist.github.com/tyler6699/88e832e60a5dd27b3c9e9fdb33438a59

Image

GIF

Been playing around with the lighting on the start screen. I think it’s starting to look like a real game! =P

Wrote a super slow mandelbulb ray tracer! It works (kinda)
https://www.shadertoy.com/view/4s2fRW

Worked on new games for my advent calendar =)

Updated my Pico Editor to include syntax highlighting for Ruby as well as line numbers.

New character texture:

and new weapon texture:

Also I’ve been messing around with the level layout - this is the first time I’ve truly been stumped. I have no idea what is a good idea. Any examples from the creators of a 2d top down game where performance is a fair concern would be GREATLY APPRECIATED. :slight_smile:
EDIT - just finished the ore miner texture too:

EDIT again - I don’t think I’ve shown this yet - this is the main menu logo: