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2Volution - Devlog thing

desktop 2d action platformer adventure

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#1 Braffolk

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Posted 08 November 2014 - 11:21 PM

Heya!
 
I have been working on 2Volution for almost 2 years now, rewriting code constantly because I have learned A LOT in the proccess of making this game.
2Volution is a 2 player action/fantasy game based around teamwork in procedurally generated worlds/levels.
 
Both players start off in a procedurally generated world with basic weapons, their goal is to fight off all the monsters and bosses in the level to get a new and a harder level/world.
The world is block based and players can destroy it by using special attacks and explosives, enemies will also be able to interact with the terrain and even build on it.



Combat
Combat is based around abilities and teamwork.
Both players can select 5 abilities they will use, every ability will have a regular form and a spirit form.
Regular form means that both players are separate and will fight on their own,
Spirit form means that both players share one body and their abilities will do different things than in the regular state.
In spirit form there are combos which players can create by using combos in an order.
 
Players will also be able to dual wield different weapons, each of them will have specific speeds.
For example you can wield a dagger and a more powerful and slower hammer which makes you stab really fast after the slow hammer
attack creating a 'combo'.
 
 
Levels/Worlds
All levels are procedurally generated and will be based on the tribe/culture of the enemies that have settled in that world.
 
For example if our tribe consists of smart goblins who like warm & wet areas and they are agressive then they would spawn
in a rainforest like area with huge mines which they use to gather resources to create weapons.
They will also build most of their buildings/homes underground.
 
Every tribe has specific rules the world will be created from, the rules will be questions such as:
 
'Do they like warm areas?
Do they like cold areas?
Do they like to live underground?
Do they like to live on the ground?
Are they agressive?
Are they friendly?
Do they get food from farms?
Do they get food from hunting?'
 
If a tribe has 2 rules which go against each other then they either have a middle of those 2 or one of those 2.
For example if they like to farm & hunt then they will probably do both but sometimes they will do only one of those.
 
Download
Engine Preview: Version 100A
controls:
WASD - walk
T - teleport player
Mouse Wheel - Zoom In & Out
R - Restart Game
F3 - Debug

NOTE: If the terrain won't appear then resize the window a bit, then it redraws the terrain.


Media

screen_shake.gif

combat.gif
https://dl.dropboxus..._a_nutshell.gif

http://i.imgur.com/JSpe69a.png



Very old media:




Everything is contantly changing and will not stay as it is :|


Edited by Braffolk, 04 February 2015 - 02:31 PM.

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#2 ThePC007

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Posted 09 November 2014 - 12:09 AM

Nighttime should definitely be darker. :P

Other than that, good work, Braf. 


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#3 Braffolk

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Posted 09 November 2014 - 12:15 AM

Nighttime should definitely be darker. :P
Other than that, good work, Braf.


Yeah, It should. I just have a placeholder background right now , it should be day instead but I'm really bad at drawing bigger things such as backgrounds.

There is no day & night cycle right now.
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#4 ThePC007

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Posted 09 November 2014 - 07:49 AM

 

Nighttime should definitely be darker. :P
Other than that, good work, Braf.


Yeah, It should. I just have a placeholder background right now , it should be day instead but I'm really bad at drawing bigger things such as backgrounds.

There is no day & night cycle right now.

 

 

I don't think you have to draw very much to make a daytime background. Start by making the sky itself. A gradient should do it, really. The top if light blue, the bottom is slightly darker. (Make it red instead during sunrise/sunset.) Then you make a good looking sun. Here's how I made a sun (You'd of course have to make it match your graphics style.):

Spoiler

Now add some clouds moving across the sky and you're done. 


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#5 ThePC007

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Posted 09 November 2014 - 08:56 AM

 

Nighttime should definitely be darker. :P
Other than that, good work, Braf. 

Personally, I don't feel of some darker nighttime.. It's perfect, still. Often, we like some casual effects. You should work on them. (I have seen many dark, even darkest games, they look great but some light darkness could make them amazing) :P

 

 

Night time should be so dark that it's hard to see where you are even going and you'd need to hold a torch to hold the way. This could also be used as a tactical element in PvP, as players could linger in the dark without other players noticing them as easily. 


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#6 Braffolk

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Posted 09 November 2014 - 11:21 AM

 

Night time should be so dark that it's hard to see where you are even going and you'd need to hold a torch to hold the way. This could also be used as a tactical element in PvP, as players could linger in the dark without other players noticing them as easily.

 

What if the player gets annoyed if he loses due to the game being too dark? If you use it, there must me something like a torch falling on the player or a foreground black sheet with a transparent hole which moves with the player (I KNOW IT SOUNDS STUPID :P )

It is possible that if it's too dark players can get annoyed by it.

Some people have pretty dark screens so I can't make it too dark, Or I could add an option to change the darkness.

 

 

I'm not going to use a gradient as a background, every biome/area , I'm aiming towards something more like this:

background_animated_by_planetcentauri-d6

The only problem with this is that I'm really bad at drawing backgrounds.


Edited by Braffolk, 09 November 2014 - 11:29 AM.

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#7 ThePC007

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Posted 09 November 2014 - 03:13 PM

Isn't that a background from a game that got on IndieGoGo lately (Planet Centauri or whatever it was called)?

 

Anyway, it looks weird without a slight gradient or at least something that makes it more interesting than a plain solid color. Even in real life the sky has a gradient:

blue-sky.jpg


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#8 Braffolk

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Posted 09 November 2014 - 03:19 PM

Isn't that a background from a game that got on IndieGoGo lately (Planet Centauri or whatever it was called)?

 

Anyway, it looks weird without a slight gradient or at least something that makes it more interesting than a plain solid color. Even in real life the sky has a gradient:

 

It is, I just brought an example.

 

Yeah, sky has a 'gradient' but trying to make pixel art look realistic isn't the best thing to do.

For example this looks way better than a simple gradient:

sky__r1331209251.png


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#9 ThePC007

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Posted 09 November 2014 - 03:46 PM

 

Isn't that a background from a game that got on IndieGoGo lately (Planet Centauri or whatever it was called)?

 

Anyway, it looks weird without a slight gradient or at least something that makes it more interesting than a plain solid color. Even in real life the sky has a gradient:

 

It is, I just brought an example.

 

Yeah, sky has a 'gradient' but trying to make pixel art look realistic isn't the best thing to do.

For example this looks way better than a simple gradient:

 

 

 

I guess so, but the sky in this image also seems to have a gradient; it's just hard to see because there are clouds on top of it. Just like I said in post #4 you should add some clouds to your sky. Just place them on top of that gradient. 


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#10 RujiK

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Posted 10 November 2014 - 06:46 PM

HeyyyyY! I remember this game way back when. Glad to see it isn't dead. I like how all the plants and everything move. Does it go fullscreen 1x1 zoom on pixels or does it always stay low res for that retro look?

 

Any thoughts on how the AI will work? Similar to terraria or more complex?

 

Also do you have any roadmap for development or are you just kind of chugging along?

 

Looking forward to more updates.


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#11 Braffolk

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Posted 10 November 2014 - 06:54 PM

Hmm. What about an animated background like we see in games made for children? There are many cool factors in those such BGs as timtimate stars and fun & cute shade. :lol:

I'm not sure what do you mean by that. I don't really know any games made for children.

 

 

HeyyyyY! I remember this game way back when. Glad to see it isn't dead. I like how all the plants and everything move. Does it go fullscreen 1x1 zoom on pixels or does it always stay low res for that retro look?

 

Any thoughts on how the AI will work? Similar to terraria or more complex?

 

Also do you have any roadmap for development or are you just kind of chugging along?

 

Looking forward to more updates.

Ah glad to hear that someone remembers it... :D

It will stay low res, the minimum zoom is 2X and maximum is 10X.

 

Currently I have no real roadmap, I'm probably going to create one though.

 

 

 

Right now I'm working on the inventory engine which could support any kind of items have unique effects, so no stats on any weapon will be pre-defined.

 

Ill post about it when I have basic stuff done, probably tomorrow.


Edited by Braffolk, 10 November 2014 - 07:11 PM.

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#12 Pumbler

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Posted 11 November 2014 - 08:49 PM

Nice work this game is impressive!


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#13 Braffolk

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Posted 15 November 2014 - 08:18 PM

Item , Inventory & wornables engine

I'm working on Item engine right now, I have a really nice inventory & item engine set up now, what is still left to do is wearing the stuff.

Here is a pic with 6 Kepon's in inventories.

 

N4ncycN.png

 

Every item can have unique stuff to it, they aren't limited to their "item ID's" , for example I could have 2 iron swords and one could make enemies burn and other could freeze them.

 

I decided to replace the boots slot with a backpack slot because the player is a faun like creature.

the new slot can have backpacks,capes, and other stuff which can be worn on the back.

 

 

New Website

I started creating a website for 2Volution and Lumenus Team ( The name me and a friend of mine have been making this game under ), you can preview the WIP here: https://remisebastia...quarespace.com/ Press visitor acess and then enter the random word in the box and you can preview it ;)

 

"Sub-Mouse" based navigation

2Volution is a 2 players game but also has a lot of different features so I needed to think of a way for players to be able to easily interact with the UI.

I came up with 'sub-mouse' system where both players have their cursor thingy which they move around with the same keys they move the player with.

When the movement is done right with "clamping" to slots and tweening properly it feels really easy to move around in the interface.

Current WIP:

sub_mouse.gif

 

 

 

I hope to get a basic wearing system implemented today or tomorrow so I could post more pics.


Edited by Braffolk, 15 November 2014 - 08:59 PM.

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#14 Barvix

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Posted 16 November 2014 - 11:23 PM

I get this when starting the game


___________________________________________
############################################################################################
FATAL ERROR in Fragment Shader compilation
ShaderName: shader_shadowmap
 
C:\Users\barvix\AppData\Local\Temp\IXP000.TMP\memory(94,6): error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (45 iterations), use the [unroll(n)] attribute to force an exact higher number
 
############################################################################################
 

 

 



#15 Braffolk

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Posted 17 November 2014 - 08:35 AM

 

I get this when starting the game


<>
 

 

 

 

Do you have a graphics card?

It could be that your graphics card doesn't support shaders.

Ill make it detect if the graphics card supports them and if not then it wont use shaders.


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#16 RujiK

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Posted 17 November 2014 - 06:02 PM

Like the cursor idea! Simplicity is always a plus for me with controls.

 

General questions:

How big is the world?

Are there caves?

Are there biomes yet?

Is there water? Does it flow?


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#17 Bustelo

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Posted 18 November 2014 - 12:14 AM

Hey Braffolk.

 

I went to try the game and got this error before the terrain even loaded!:

 

 
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shader_shadowmap
 
D3DXCompile failed - result
 
at gml_Script_world_terrain_image_front_display
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_world_terrain_image_front_display (line 0)
gml_Object_handler_terrain_Draw_73
 
 
Looks awesome man i hope your'e able to fix this one!

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#18 Lukan Spellweaver

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Posted 18 November 2014 - 02:11 AM

 

Hey Braffolk.

 

I went to try the game and got this error before the terrain even loaded!:

 

 
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shader_shadowmap
 
D3DXCompile failed - result
 
at gml_Script_world_terrain_image_front_display
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_world_terrain_image_front_display (line 0)
gml_Object_handler_terrain_Draw_73
 
 
Looks awesome man i hope your'e able to fix this one!

 

That usually means you have the wrong directx installed, or your pc doesn't support shaders.


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#19 Bustelo

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Posted 18 November 2014 - 03:25 AM

 

 

Hey Braffolk.

 

I went to try the game and got this error before the terrain even loaded!:

 

 
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shader_shadowmap
 
D3DXCompile failed - result
 
at gml_Script_world_terrain_image_front_display
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_world_terrain_image_front_display (line 0)
gml_Object_handler_terrain_Draw_73
 
 
Looks awesome man i hope your'e able to fix this one!

 

That usually means you have the wrong directx installed, or your pc doesn't support shaders.

 

 

Oops thanks Lukan.  I'm pretty sure its direct X related.


Edited by Bustelo, 18 November 2014 - 03:26 AM.

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#20 Braffolk

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Posted 18 November 2014 - 06:32 AM

@Bustelo
That's probably because your computer doesn't support shaders, Ill look into what I can do.

I'm not sure what to do

 
@RujiK
How big is the world?

There isn't 'one world' in a save , every world is a level and they can be from 1024x512 (blocks) to 32000x512.
Are there caves?

Yes, there will be way more dungeons though.
Are there biomes yet?

No.
Is there water? Does it flow?

I'm not sure what do you mean by "Does it flow", there are many ways I could make it "Flow".

And yes, I have a 'water engine'.

Water%2B.gif


Edited by Braffolk, 18 November 2014 - 09:36 AM.

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#21 Braffolk

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Posted 28 November 2014 - 06:31 PM

Just dumping some pics of progress
weapons.gif
daww.gif
Spoiler


I created an efficent handling system for weapons & armours so I can implement weapons & things really easily :)

I also need to know what GPU's do people have who get shader errors.

Edited by Braffolk, 28 November 2014 - 06:34 PM.

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#22 Barvix

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Posted 28 November 2014 - 06:46 PM

Intel® GMA 950



#23 Braffolk

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Posted 28 November 2014 - 07:03 PM

Intel® GMA 950

Uh oh, It only supports pixel shader version 2.0 so that is the problem.

That GPU was created back in 2005 so I'm not sure if it's worth supporting it but I will try some workarounds,

if performance doesn't change too much then I might create an alternative to support GPUs like that.

 

The other thing is also as you have a GPU from 2005 you might also get other performance problems

if you have other hardware as old as that.


Edited by Braffolk, 28 November 2014 - 07:04 PM.

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#24 Braffolk

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Posted 30 November 2014 - 02:20 PM

Started drawing backgrounds and also fixed all animations.
GIF:
Spoiler


I need criticism on my parralax backgrounds.
 
Edit: Update the parralax backgrounds!
JSpe69a.png

Edited by Braffolk, 30 November 2014 - 06:34 PM.

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#25 RujiK

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Posted 01 December 2014 - 01:49 PM

I notice there is  a stray pixel floating over one of the mountains!

 

Also cool water. That is what I meant by flow. It isn't just a stationary box. Is there swimming yet or is that yet to be implemented?

 

Pine trees look really good with that swing-a-ling going on!


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#26 Braffolk

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Posted 01 December 2014 - 02:01 PM

I fixed that random pixel already ;) Playing around with day & night cycle right now.

daynight1.gif


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#27 Oelip

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Posted 01 December 2014 - 02:13 PM

Impressive work.

 

It looks like you have fixed it in the last images, but from the example in the OP, when walking around the world, the trees would disappear as soon as their origin was offscreen, resulting in a weird popping since they have a certain width and would extend into the screen. So maybe desactivate them only when their origin+width is out of the screen...

 

But damn does it look nice.

 

 

P.S.: Is it me or does your sun rise and set in the same direction?


Edited by Oelip, 01 December 2014 - 02:15 PM.

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#28 Braffolk

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Posted 02 December 2014 - 01:09 PM

Impressive work.

 

It looks like you have fixed it in the last images, but from the example in the OP, when walking around the world, the trees would disappear as soon as their origin was offscreen, resulting in a weird popping since they have a certain width and would extend into the screen. So maybe desactivate them only when their origin+width is out of the screen...

 

But damn does it look nice.

 

 

P.S.: Is it me or does your sun rise and set in the same direction?

 

I fixed that yeah, and I have one control object for terrain & all animated things on it so there I have huge control over everything what's going on.

 

I'm not sure what do you mean by sun rising and setting in the same direction. the sun was going anti-clockwise before, I already fixed that. If that's what you mean.


Edited by Braffolk, 03 December 2014 - 07:21 AM.

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#29 3 Wiki

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Posted 10 December 2014 - 07:55 PM

This looks AMAZING! deffinitely playing this! I really like the art style, Keep up the awesome work!


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#30 Braffolk

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Posted 21 December 2014 - 01:06 PM

I wrote a shader based tilemap renderer for 2Volution with a bit of help from Xor.

The shader takes the tileset and the tilemap where 1 pixel = 1 block as input and then displays the 10x0 tiles onto a 8x8 grid,

It can easily render a hundred million tiles realtime at solid 1000 fps.

 

You can try it here:

http://host-a.net/u/...TileShader2.exe

( The zoom can make it look a bit teary due to using a weird way to zoom in this example. )

 

This shader requires your computer to have Pixel Shader 3.0 or above otherwise it will not work.


Edited by Braffolk, 21 December 2014 - 01:08 PM.

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#31 Braffolk

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Posted 03 January 2015 - 06:56 AM

I have been rewriting a lot of things and made the game a lot faster.

One of the main problems was ds_grids huge memory usage so I wrote a DLL for custom grids which

gave me huge control over how every function would work and it is faster than ds_grids and takes 

over 10 times less ram.

 

I also implemented my tilemap shader which made the rendering a bit better but for some odd reason

game maker still has tiny problems with it even though in another project it ran at 1500 fps.

 

The most visual change is the new platforming engine. It still has a few minor issues with collisions but

most of it is fully functional.

Spoiler

 

Major fixes and rewrites are completed now so I can move back to adding proper visual content, most likely the first thing will be the combat engine.

 

Gamejolt page: http://gamejolt.com/...tion-wip/16352/


Edited by Braffolk, 03 January 2015 - 07:35 AM.

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#32 ThePC007

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Posted 03 January 2015 - 11:21 PM

@RujiK

How big is the world?

There isn't 'one world' in a save , every world is a level and they can be from 1024x512 (blocks) to 32000x512.

 

512 blocks in height actually doesn't really sound like much to me. Even a small Terraria world has more than twice this height. I'd increase that a little bit, to be honest. (In my game I'm going the make the world really tall and put floating islands at the top and there'll be entire biomes under the ground. Don't you think that this kind of stuff might fit your game as well?)


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#33 Braffolk

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Posted 04 January 2015 - 09:54 AM

 

@RujiK

How big is the world?

There isn't 'one world' in a save , every world is a level and they can be from 1024x512 (blocks) to 32000x512.

 

512 blocks in height actually doesn't really sound like much to me. Even a small Terraria world has more than twice this height. I'd increase that a little bit, to be honest. (In my game I'm going the make the world really tall and put floating islands at the top and there'll be entire biomes under the ground. Don't you think that this kind of stuff might fit your game as well?)

 

Well, it was too low but the thing with 2Volution is that worlds are more sort of levels, you go through one, it generates you another one.

You are right about that being too low though and It's already fixed, any computer can easily handle 32000x4096 as it would only take

300mb of ram thanks to my new DLL. with ds_grids it would already be around 2gb. I'm not going to use a chunking system for this

as it would slow the game down and only offer bigger worlds which for 2Volution is unnecessary.

 

Edit: when it comes to comparing with terraria then Terraria's "Large" world size is 8400x2400 and small is 4200x1200.


Edited by Braffolk, 04 January 2015 - 12:14 PM.

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#34 CriticallyPixel

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Posted 05 January 2015 - 01:19 AM

What did you use to get your trees to have a swaying animation like that? It's really good and I wanted to know how I could so similar tasks myself. 


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#35 Braffolk

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Posted 05 January 2015 - 07:48 AM

What did you use to get your trees to have a swaying animation like that? It's really good and I wanted to know how I could so similar tasks myself. 

 

 

First off, I declare input that is equal to

sin( current_time / 500 )

That will give me a value that will smoothly circle around -1 and 1.

 

Next thing I do is to now draw a tree out of parts using a for loop,

it has a temporary _x and _y value that get updated by adding

lengthdir_x and lengthdir_y after drawing tree part with an angle

that is equal to 

part_number / part_count * ( input * max_angle );

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#36 RujiK

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Posted 05 January 2015 - 06:25 PM

Nice wall riding. Looks smooth.

 

If you wrote a DLL, does that mean you are going for a windows only platform? Being a windows guy, I honestly don't care, just curious.

Also for your dll, is it anything like that ds_bin dll thats been around the forum forever? Is your dll faster than buffers?

 

 

Being a little pessimistic, I was thinking your dll might be antiqued pretty soon with GMS 2.0 introducing int/bool declarations.

 

I'm assuming an array (or grid if its supported) filled with ints will possibly make your dll obsolete.

 

Looking forward to combat! Glad to see an update.


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#37 Braffolk

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Posted 05 January 2015 - 07:06 PM

Nice wall riding. Looks smooth.

 

If you wrote a DLL, does that mean you are going for a windows only platform? Being a windows guy, I honestly don't care, just curious.

Also for your dll, is it anything like that ds_bin dll thats been around the forum forever? Is your dll faster than buffers?

 

 

Being a little pessimistic, I was thinking your dll might be antiqued pretty soon with GMS 2.0 introducing int/bool declarations.

 

I'm assuming an array (or grid if its supported) filled with ints will possibly make your dll obsolete.

 

Looking forward to combat! Glad to see an update.

Actually I can compile it to xcode too so it would work on mac.

 

I have never heard of ds_bin before but I'm pretty sure that mine is faster and

it uses less memory because it uses unsigned shorts. I'm pretty sure it's faster

too because it's built to work with 2Volution not just any game so I could get all

the performance possible from it. ( And it's way faster than ds_grids and buffers

even though ds_grids are really fast now )

 

If GMS 2.0 wont support shorts then it will not make it obsolete and I will do a lot

of speed testing if GMS 2.0 comes out, I don't really see a problem with it making

it obsolete as it's pretty easy to rewrite it.

 

And a tiny update for combat...

fLt36ns.png


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#38 Braffolk

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Posted 04 February 2015 - 02:37 PM

Basic combat is pretty much completed, there are still some minor things to add and a few things to tweak.
 
screen_shake.gif
Screenshots: (I'm not going to display all those .gifs because they cause lag for some people)

http://i.imgur.com/BYQGy6g.png
https://dl.dropboxus...pathfinding.gif
https://dl.dropboxus...athfinding4.gif
https://dl.dropboxus....19/entity1.gif
https://dl.dropboxus...generation1.gif


Edited by Braffolk, 04 February 2015 - 02:38 PM.

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#39 PoweredByC0ffee

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Posted 04 February 2015 - 03:32 PM

do you have plans of a PVP mechanic?
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#40 RujiK

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Posted 04 February 2015 - 04:04 PM

Bout time you came back with an update!

 

Nice! Dual wielding combat! Any plans for enemy archers or other ways to add combat variety?

 

Is the pathfinding A* or something faster but less robust?  That one pink box seems to have trouble with the double jump. Is that intentional?

 

Why is the main character glowing in that one gif? Dungeons look cool too but will be more impressive when it's an actual ingame screenshot.


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#41 Braffolk

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Posted 04 February 2015 - 08:30 PM

Bout time you came back with an update!
 
Nice! Dual wielding combat! Any plans for enemy archers or other ways to add combat variety?
 
Is the pathfinding A* or something faster but less robust?  That one pink box seems to have trouble with the double jump. Is that intentional?
 
Why is the main character glowing in that one gif? Dungeons look cool too but will be more impressive when it's an actual ingame screenshot.

I have already drawn a few archers. And just to clarify, there will be a huge variety of combat styles, weapons and enemies.

Player is glowing because there is lighting enabled in that scene, I implemented lighting awhile ago and currently the only light source is the player.
Older pic:
colours_yay.gif
 
The pathfinding is not A*, It's a node based system where the player adds nodes to where they have been to, all of the nodes are in a list so it's easier to handle them and they are way faster to delete, simply by limiting the size of the list. The follower now will try to find the nearest node to the nearest enemy and if they can reach it they will follow it , once they have reached it they will try to find the next node and they will repeat the proccess until they have found the player.

It's half intentional that the pink box is having trouble with the walljump.

 

@epiccat02

There will be PVP but I don't have any specific plans for it yet.


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#42 pencpeci

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Posted 05 February 2015 - 07:47 AM

not work on 32 byte computers ?


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#43 Nocturne

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Posted 05 February 2015 - 08:26 AM

This game looks fantastic and it's coming along at a great pace.... Have you thought about making an IndieDB page and trying to push it around the social media a bit more to get more interest? I think a lot of people would like this, especially given lovely it looks and how nice these demos play. :)


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#44 Braffolk

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Posted 05 February 2015 - 10:45 AM

This game looks fantastic and it's coming along at a great pace.... Have you thought about making an IndieDB page and trying to push it around the social media a bit more to get more interest? I think a lot of people would like this, especially given lovely it looks and how nice these demos play. :)

Thanks! :)

I have thought about creating an IndieDB page and will probably do that in the near future, 2Volution has 6000 followers on GameJolt so I don't think there's a huge need for advertising right now.

 

not work on 32 byte computers ?

It works on 32bit computers. Did you get an error?


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#45 RujiK

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Posted 05 February 2015 - 03:29 PM

This is probably a dumb question, but isn't gamejolt just for free games? Does that means you have no plans for sales?


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#46 Braffolk

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Posted 05 February 2015 - 04:38 PM

This is probably a dumb question, but isn't gamejolt just for free games? Does that means you have no plans for sales?

GameJolt is only for free games right now and that will change in the near future... I do have plans for sales but I will release alpha & beta without any restrictions for anyone to play & test.

 

 

I'll be posting another update in a week or two about random generation for dungeons if I have them implemented.


Edited by Braffolk, 05 February 2015 - 04:39 PM.

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#47 pencpeci

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Posted 06 February 2015 - 08:21 AM

 

not work on 32 byte computers ?

 

It works on 32bit computers. Did you get an error?

 

I get the error is not a valid win32 application


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#48 Braffolk

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Posted 06 February 2015 - 10:45 AM

 

 

 

 

I get the error is not a valid win32 application

 

Try redownloading it, broken .exe files cause that error for me usually.


Edited by Braffolk, 06 February 2015 - 10:45 AM.

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#49 pencpeci

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Posted 06 February 2015 - 05:16 PM

I try work your game an other computer but I get same error "is not a valid win 32 application"

Can you correct problem ? because I want play your game.


Edited by pencpeci, 06 February 2015 - 05:17 PM.

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#50 Braffolk

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Posted 06 February 2015 - 05:49 PM

Did you try redownloading it?

That error is mostly caused by either some files being missing or the executable being corrupt.

 

The current engien demo isn't really a game yet so you wouldn't be losing anything if you can't play the current demo.


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