What I did today

Well yeah, that could work, but I need a way to code something actually flexible because I want to be able to change the paths positions… I thought about making one horizontal portion, one vertical portion and one corner portion, but how could I paint them in a seemlessly tiled way whilst I don’t know the actual length of a path (except that it’s only an integer % of the map)

Been working on a simple level editor with a friend of mine :slight_smile:
We’re going to try to make it as easy to implement as possible, so that you can throw it into almost any engine within an hour.

It’ll be very simple, more of an “asset manager” than anything.
-You’ll be able to create floors/walls and cut them with a simple geometry cutter.
-You’ll be able to import models made with other programs (multi-textured OBJ’s, blender models, fbx models)

We’re also going to make a game engine in a few different languages that’ll support Sharp Edge by default (one in Game Maker, one in Java).

[quote=“Grunnt,post:3758,topic:49634”]

It is me and my brother. He is the art department. I have enough cash to get some contract work done as well. Or buy different art assets. But i will be using that for polish, not the core.

I turn 41 in a week, and well if i don’t do this now, i never will. And i wouldn’t like to not give it a proper try. I am being disciplined with working proper office hours.

I have no doubt we will finish a game and it will be good. But will it pay the bills? That is the hard part, and tbh i belive that a good part of that is luck as well as good execution.

It looks like you don’t know what you’re doing ^^
http://www.redblobgames.com/pathfinding/tower-defense/

maybe search and try: “A* pathfinding”, or “curve move” in google )

I got placed second in the debugging competition that was held yesterday at the university. Woo hoo…

Good luck, I hope your venture works out!

I don’t have a freaking idea tbh 8)
But I’d like to keep the paths as they currently are (for the needs of the game, I want paths to not cross each other, and I think I prefer the right angles). What I’m struggling with is not the pathfinding part though, I’m just wondering about how I’m going to display them… But I think I got an idea while jogging yesterday evening (jogging really is good for getting ideas imo), I’ll tell you how it unfolds! (as soon as I get the time to implement it, that is.)

Took out my old memories with cubing, my very first rubik’s cube (not exactly rubik’s, but a duplicate one I bought for ~half a dollar).

And I compared it with my current Dayan Zhanchi. Looks cute isn’t it? Two other of my cubes are unfortunately damaged so bad that I can’t assemble them.

Here’s mine! The blue center is missing and the orange one has taken its place for some reason (and because it is quite old, I don’t want to disassemble it, that might just as well break it ;D ), so I usually just leave it this way on my shelf! It can’t rotate properly either.

https://scontent-cdg2-1.xx.fbcdn.net/hphotos-xap1/v/t34.0-12/12665652_1539205686379468_830199728_n.jpg?oh=3b92ffd26f8115c08904a2be33051978&oe=56CD5822

Ps is there any way you can crop pictures on this forum? :persecutioncomplex:

As a side note, I’ve managed to make my paths look (more or less) good :slight_smile:
Picture of that is available on my devlog (https://docs.google.com/document/d/14te43lfHLqNGmSIkq-8NkU8tsvgEnaukwZfKv74yDGE), and I’m not willing to store it elsewhere, sorry ::slight_smile:

J0

Upgraded from GTX 780 ti to GTX 980 ti.

Worked a lot with jME yesterday and have decided to run with it, for better or worse, at least for our first game. We may yet go back to unity for the next game, but to get a game out the door fast (6 months!) we are really only going to bother with steam/PCs with android as an experience experiment. Testing on phones is a bit problematic without paying for a testing service.

Got a name registered and we will incorporate today. Black Robin Games. The Black Robin is a very rare small robin on the Chatham islands New Zealand. So like us, we are small and well the odds are a little against us.

Our first Rigged model is also hot off the Blender press. Going to try and get that working with the jME asset pipe line today and perhaps the rest of the week. There is a bit IK i would like to work.

Note i am not going to say much about the game or give screen shots until we are at alpha at the very earliest.

[quote=“delt0r,post:3771,topic:49634”]
As a kiwi, great choice in name! You should’ve posted a picture, these things are adorable.

http://nzbirdsonline.org.nz/sites/all/files/0038.%20Black%20Robin%2004.02.jpg

Click for full sized image

And for anyone who feels compelled to learn more about the Black Robin, it was featured in a hilarious documentary by Stephen Fry here:

Definitely not cool, but was a fun experience. :slight_smile:
http://www.java-gaming.org/topics/engaging-the-voyage-to-vulkan/37041/msg/354069/view.html#msg354069

Here’s most of my collection! There’s about 10 or so more around the house or in my car/bag.

I just got back from Magfest 8). There was a fairly strong indy-game presence there this year.

I reimplemented glClear() in Vulkan. Took me just under 1500 lines. All in just 3 days work.

10/10. You should post it on Steam Greenlight as the first Vulkan based indie title running on Java!

To be fair, KaiHH was first. Slam him some medals over here: http://www.java-gaming.org/topics/engaging-the-voyage-to-vulkan/37041/msg/354069/view.html#msg354069

Effectively and efficiently slammed, good sir. :slight_smile:

Do you have the code on a GitHub repo or something similar?

EDIT: 300th post! woo