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Indecom4000

Member Since 10 Feb 2004
Offline Last Active Mar 28 2016 10:48 PM

#4845191 GM Total Terrain - advanced 3D terrain! Update#2 Instant Load! No fla...

Posted by Indecom4000 on 22 July 2015 - 01:32 AM

Found a way to drastically reduce the tiling artifacts, what do you think?

 

5becd720460f4832a8165209247cc43a.jpg


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#4843484 GM Total Terrain - advanced 3D terrain! Update#2 Instant Load! No fla...

Posted by Indecom4000 on 19 July 2015 - 05:45 PM

So, I have some pretty badass ideas for memory and build time optimizations. Unfortunately they rely on features not yet implemented into gm's shaders, such as new texture formats and the ability to read texture data from within the vertex shader.

The majority of today is going to be spent working on frustrum culling I think, and implementing new lighting stuff for better detail from lower LODs


EDIT: Lower level LODs now no longer lose lighting details!
 

b31f99616497840c07df93458d798199.jpg

 

EDIT: Implemented vertex buffer saving and loading, so LOD level can be built prior to ever starting the game, drastically reducing the amount of time it takes to actually get into the game.

 

EDIT: Implemented Frustum culling, nearly doubling my frame rate!!

Before:

724b80e1b98c9987a1a1cc559ee5fca9.jpg

 

After:

563dfd5180dff439ab5637b2fa706d4f.jpg


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#4842110 GM Total Terrain - advanced 3D terrain! Update#2 Instant Load! No fla...

Posted by Indecom4000 on 17 July 2015 - 06:05 PM

There's lots left on the agenda for this!

Even a terrain editor :P
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#4842039 GM Total Terrain - advanced 3D terrain! Update#2 Instant Load! No fla...

Posted by Indecom4000 on 17 July 2015 - 03:35 PM

Considering that this project is less than a week old, and still very much in alpha, I think there's plenty of reason why lots of things arent perfected just yet. Yes, I've known about the gaps for some time, however they have not been priority for me just yet. Also, I've known about the terrain popping, and there's really not a whole lot that can be done about that, save for maybe using some alpha blending transitions between LOD levels, which may or may not look strange. The load time is another thing that will be addressed, at this point in time, the entire map is being generated and stored into memory about 5 times. Instead of doing that, I'll be generating only the areas near the player, and only the LOD levels required at the start of the game, with the remaining LODs generated in real time while the player moves about the map.

I'd like to thank you guys for all of the feedback you've given me on the project so far. It's still very much an early development with tons of room for improvement! My goal is to create possibly the most advanced terrain system for GMS possible, and any feedback, suggestions, and ideas will be taken very seriously.
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#4841637 GM Total Terrain - advanced 3D terrain! Update#2 Instant Load! No fla...

Posted by Indecom4000 on 16 July 2015 - 11:15 PM

Screenshot%202015-07-21%2010.35.42.png

 

If you've been paying any attention to the notifications I've been posting lately, you'd know I've been working on a thing. Well, here's a demo of that thing, and a few words to describe what's going on, as well as some fancy pictures to chronicle it's progress from the humble beginnings to what it's become today.
 
This is GM Total Terrain, an all in one, advanced terrain management suite, which comes complete with the following features already implemented:
Read Heightmap data from grayscale image.
Seamlessly blend up to 5 textures together using fancy blending masks for the most natural looking terrain evarr.
Customizable Level Of Detail (LOD) functions, set the width of your slices, and how many LOD levels to use!
Interpolated data reading for super smooth placement and sub-pixel accuracy on terrain generation, Use more polygons than there is terrain data!
 
With more to come: (feel free to submit ideas)
Foliage/grass population with wind shader.
Frustrum culling of terrain slices for maximum performance.
and lots more performance boosts!!
 
Now for the fun stuff, Pictures!
 

Spoiler

 

CLICK HERE TO DOWNLOAD THE DEMO!!

 

WASD controls and mouse.

First run will take a considerable amount of time to build the terrain. That time gets cut in half when you launch the game the next time. This will be addressed!


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#4726790 ♜ SilverQuest: Gaiden ♜ Now on Steam!

Posted by Indecom4000 on 10 January 2015 - 07:27 PM

It's heading to all major consoles, Xbone, WeeYou, and the Stations. No dates set yet, but it's on the docket.

 

Thanks for all the feedback guys, It really means a lot that this game is even garnering any interest for me.

 

The reason for the name change btw was one of the planned changes we had in mind when going from alpha to beta but figured getting on steam was a good time to implement it.

 

@Lars: My creative director just tossed that together real quick, there's a good chance that we'll make something more appealing once we leave beta


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#4722272 ♜ SilverQuest: Gaiden ♜ Now on Steam!

Posted by Indecom4000 on 04 January 2015 - 09:24 PM

So...

 

steam_button.jpg


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#4701922 Infinite Parallax Support Thread

Posted by Indecom4000 on 29 November 2014 - 06:41 PM

Is there some kind of link I can visit, or some general information on the asset at all?


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#4698493 ♜ SilverQuest: Gaiden ♜ Now on Steam!

Posted by Indecom4000 on 23 November 2014 - 11:37 PM

Look, it's stuff!!

 

5a05704b6157528580caa6d3a6064aec.png

 

a8551fd4325fe9498498cb52283f46a6.png


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#4698349 [Solved] YYC was short lived on my PC

Posted by Indecom4000 on 23 November 2014 - 07:35 PM

I found a solution to the problem. Uninstall GMS, go to your local appdata folder, find the GameMaker Studio folder, and delete it's contents, then reinstall. Re-enter your license key, then restart GMS, this should reinstall all your yyc modules without error. If you do get an error, try it again from the top. But it worked for me the first time!


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#4694666 ♜ SilverQuest: Gaiden ♜ Now on Steam!

Posted by Indecom4000 on 17 November 2014 - 04:22 AM

Thanks guys! BTW Alpha 12 was just submitted, check out all these awesome updates:

 

Alpha 12 will release November 15th for Desura and Itch.io users.
We're pleased to finally be posting the Alpha 12 patch notes for miniFlake. You'll find a massive list of changes, additions, improvements, optimization, increased stability, improved user interface, and a more expanded xData folder for modders to leverage. There's a lot to talk about!
First off, we got Greenlit on Steam!
greenlit.png
Thank you to everyone who supported us for the last 805 days on Greenlight. We could not have done with without you. We will be talking about Steam Keys and other bonuses for early supporters at a later date. For now, thank you for believing.
We've been talking for a long time about renaming the game after we hit Beta. We're taking the opportunity we've been given with Steam to do exactly this. We'll be rebranding the same game soon. Don't worry! The game you've supported all this time will not change with the rebranding.
Here are the patch notes!
We'll be offloading a lot more of the current assets in a12, which is coming in very soon. We plan on having 90% of the game in a state where anyone from a hobbyist modder to the first time player interested in how games work — will be able to drastically change the game and see how things function.
We've added a new member to the team! PROTODOME! PROTODOME is a UK based jazz musician with a particular interest and focus on old videogame hardware. You'll find a sample track from his newest EP above. He specializes in FM Synth. Boy, how he can make that old hardware sing! We're honored to have him on board.
The combat system is nearing completion. We're currently finalizing all of the new additions to the math portion of the combat system. The next steps after this are gameplay improvements inside this incredibly robust new system. We won't spoil anything here!
Instruments make a debut. Players will be able to play music. Every instrument has a unique sound. Crafty players will be able cast unique spells with their tunes.
Status effects also make a debut. There's a huge list. We won't break everything down here, but every effect is very different.
+) Added
-) Removed
≈) Changed
General

  • + Games can be saved
  • + Game saves can be loaded
  • + Gamepad support. (Currently mapped for Xbox pad on PC)
  • + Inventory will now save and load!
  • + Main menu effects
  • + Biomes
  • + Status Effect icons added to database.
  • + Status Effects will be displayed in the space between the Stats Plate and the Minimenu Plate in the main GUI.
  •  Shaders optimized. This paves the way for console release.
  • + Dungeons now have more than one floor
  • + Full NPC dialog system added
  • + Players may now play musical instruments.
  • + Players may now view paintings.
  • + "Enter" key on the keyboard will now confirm on PC.
  • + "Esc" key now closes all of the extra frames opened.
  • + "Credits" added to the main menu.
  • + "CRT Glow" shader. Enable from Options menu.
  • + Attack Types
  • + Armor Types
  • + Category Tags
  • + Special Attack Types
  • ≈ Menu Code more generic, game more stable.
  • ≈ Dungeon Generation optimized. More stable.
  • ≈ Screen-space shaders have been improved and now properly fills the screen.
  • ≈ Text rendering in the Inventory has been fixed.
  • ≈ Copyright Information
  • - All Character Classes removed
  • ≈ Character Classes are now loaded externally
  • + Warrior added
  • + Wizard added
  • + Thief added

a8b30402b0a727a2b174f81668f87218.png
The following items are now loaded from xData

  • + Player Pawns
  • + Instruments
  • + Books
  • + Character Classes
  • + Biomes
  • + Attack Effects
  • + Paintings
  • + Sounds
  • + Attack Types
  • + Special Types
  • + Armor Types
  • + Category Tags
  • + NPC Dialog, including portraits

 Monsters

  • + Attack Types such as "Slashing"
  • + Armor Types such as "Scale"
  • + Category tags such as "Giant"

Status Effects
+ These are effects that can change your status in the world. Some things are more traditional, like being poisoned. Some change your own personal "weather" effects, current class level, or the "biome" you are standing in. Each effect is unique and all have their own unique outcome. Effects typically last a set number of turns, which is defined in the xml file for the Item, Spell or Monster.
Current for Alpha 12:

  • blindness
    Your screen goes dark. (NPCs will attack blindly and walk in random patterns in Alpha 13)
  • poison
    X Damage Per Tick. For X turns. Can stack.

These changes pave the way for the following planned status effects:

  • level
    Changes the level of the Entity.
  • experience
    Gives the entity experience points
  • strength
    Buffs the Str of the entity.
  • agility
    Buffs the Agi of the entity.
  • constitution
    Buffs the Con of the entity.
  • dexterity
    Buffs the Dex of the entity.
  • mind
    Buffs the MND of the entity.
  • intelligence
    Buffs the INT of the entity.
  • wisdom
    Buffs the WIS of the entity.
  • charisma
    Buffs the CHA of the entity.
  • defense
    Buffs the DEF of the entity.
  • harm
    Buffs the HRM of the entity.
  • strike
    Buffs the SRK of the entity.
  • resistance
    Buffs the RES of the entity.
  • evasion
    Buffs the EVA of the entity.
  • accuracy
    Buffs the ACC of the entity.
  • dmgbonus
    Buffs the DMG of the entity.
  • defbonus
    Buffs the DBN of the entity.
  • torpor
    Debuff STR and CON of entity by 10%.
  • madness
    Debuff INT and WIS of entity by 10%.
  • slow
    Debuff AGI and DEX of entity by 10%.
  • oder
    Debuff CHA of entity by 10%.
  • plague
    10% Damage Per Tick. For 10 turns. 
  • charm
    Lose control of player for 3 turns. Player will move with enemies. If NPC is charmed, NPC moves with player for X turns, will attack with the player.
  • melt
    X Damage to MP Per Tick. For X turns.
  • drain
    X Damage to MP Per Tick. For X turns. Gives caster the MP.
  • frozen
    Double damage received from all attacks.
  • stone
    Character is slowly turned to stone. Movement speed decreases over time and, once solidified, are killed if struck by any attack.
  • bleed
    X Damage Per Tick. For X turns. An additional stack will happen every 5 rounds.
  • stun
    lose X rounds. To be used sparingly.
  • soaked
    Double damage received from Ice and Thunder-based attacks. Half damage from Fire-based.
  • oil
    Double damage recieved from Fire-based attacks.
  • sleep
    Character cannot act for X rounds. If struck by an attack is immediately woken up but takes 1.5x damage from the attack.
  • curse
    -60% to all attributes and takes 40% increased damage from all attacks.
  • silence
    Cannot cast spells.
  • possession
    Movement is limited and the character takes damage over time. Movement limited to a radius around where the target was possessed.
  • radius
    Adds X to light Radius.
  • burning
    Does X fire damage every tick.
  • moon phase
    Changes personal moonphase of target to X
  • weather
    Changes personal weather of target to X
  • biome
    Changes personal biome of target to X

Attack
+ Attacks will now be broken down into types. The current types in the xData folder are as follows.

  • Subdual
  • Slashing
  • Piercing
  • Projectile
  • Magic

Armor
+ Armor will now be broken down into types. The current types in the xData folder are as follows.

  • Sinew
  • Feathers
  • Cloth
  • Light
  • Hide
  • Heavy
  • Hide
  • Light
  • Leather
  • Heavy
  • Leather
  • Studded
  • Leather
  • Bone
  • Shell
  • Chain
  • Scale
  • Exoskeleton
  • Half
  • Plate
  • Plate

Magic
+ Magic will now be classified in the "Special Types" XML files. The current types in the xData folder are as follows.

  • Acid
  • Arcane
  • Celestial
  • Demon
  • Earth
  • Elemental
  • Fey
  • Fire
  • Gas
  • Gelatin
  • Ice
  • Mechanical
  • Metal
  • Lightning
  • Spirit
  • Void
  • Water
  • Wind
  • Wood

Categories
+ Categories are special tags to assign to objects, monsters, NPCs, and players based on what type of creature they are, as well as their condition in the world. Categories will now be classified in the "Special Types" XML files. The current types in the xData folder are as follows.

  • Acid
  • Alive
  • Ancient
  • Arcane
  • Beast
  • Bridge
  • Celestial
  • Dead
  • Debris
  • Demon
  • Dragonkin
  • Earth
  • Elemental
  • Fey
  • Fire
  • Flying
  • Gas
  • Gelatin
  • Giant
  • Ground
  • Humanoid
  • Ice
  • Insect
  • Item
  • Mammal
  • Mechanical
  • Metal
  • Mounted
  • Lightning
  • Organic
  • Plant
  • Reptile
  • Spirit
  • Structure
  • Tiny
  • Undead
  • Underwater
  • Void
  • Water
  • Ward
  • Wind
  • Wood

Categories
We added the following bugs

  • + "Seam" in the middle of the screen that distorts the art.

Cut from Alpha 12 / Planned for Alpha 13
The following features did not make the cut in time for Alpha 12.

  • + "End Dance" added from SilverQuest
  • + Crafting recipes can now be found. They serve merely as guides, and do not gate access to crafting
  • + Monster Spawnrates
  • + Blindness functioning on NPCs

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#4694388 Request A Shader

Posted by Indecom4000 on 16 November 2014 - 05:22 PM

Check out the color correction section of this page. My RetroFexx shader suite utilizes this method to limit the number of colors on screen, and to adjust the overall feel imagery on screen.


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#4693231 [ALPHA] Deimos - Import Doom/Heretic/Hexen Maps!

Posted by Indecom4000 on 14 November 2014 - 04:40 PM

Updated screenies, GMX integration is now 75% complete. Choose a gmx, and all the sprites and backgrounds that are marked for 3D use get loaded into Deimos!

 

Screenshot%202014-11-14%2008.26.30.png

 

Screenshot%202014-11-14%2008.27.17.png


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#4693024 ♜ SilverQuest: Gaiden ♜ Now on Steam!

Posted by Indecom4000 on 14 November 2014 - 06:38 AM

Holy Crapballs! We just got Greenlit!


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#4692122 [ALPHA] Deimos - Import Doom/Heretic/Hexen Maps!

Posted by Indecom4000 on 12 November 2014 - 06:31 PM

The way this is set up, setting the z of each point as different from other points will create some strange artifacts when the polygons become triangulated. I could do something more similar to how it's done in quake however, whereby you can set the slope and direction of each wadd's floors and ceilings independently, kinda like how it's done in gzdoom.

Like this:
_dtca1.jpg


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