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Everything posted by Alienhead
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I've spent the entire week working on optimizations, speeding up some of the heavy code ran sections. I then put some extra time into demolition scripts. Thanks to havenphillip for helping me out with some post shader stuff, I now have 2 new post effects in the works that depict gloom and destruction. They haven't made it to live code yet, but I'll have them finished by my next update. Okay, new aerial attacks have been put in as well as nuclear winters and fallout storms due to over exposure in certain areas.. but more on that later as I'm still working out the details. Cya next time ! Before and after aerial attack ( devasting attack, wiped all enemies but did a lot of damage, like smart bombs in Defender. -
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I actually had made a set of videos for various stuff, like ladder climbing, particles and some other stuff. I'm in the process of changing domain's and domain names at the moment, but in the next few weeks I'll slowly but surely have all the stuff I did for Leadwerks back online for the public. You'll be able to find it in a directory labeled Leadwerks 4.6 once it's back restored. The website is quite amess currently, I try and put a few hours in on it a day. You can go to my website, create an account and once the LE section is up it'll notify you. https://www.alienhead.dev
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100 ways to kill your enemy ( #21: Electrocution ) Steps to perform an electrocution: More about this game: www.alienhead.dev Obtain the city-breaker box key* can be found in the random crates scattered throughout the city. Train the 'Use City-Breaker Box' skill from the upgrade system [U]. Blow up some water mains so you have a good water current flowing through the city. Knock down some Utility poles that are connect to power lines. Return to the City Breaker box and turn on the power. Watch your enemies dissolve into ashy dust! Electrocution goes both ways ! Stepping on a live power line or a water puddle that's interacting with a live power line will cause damage to you just as it does your enemies. To rectify this, you can purchase rubber boots from the city trader or the surplus store ( prior to map selection ) Using the rubber boots will prevent you from being electrocuted.
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Twisted Science / State - PC Game Over the past year and a half I have experimented with quite a lot of projects in LE. Some hit, some failed but I always came out of the experience with something. As I got more and more comfortable with LE and and learned it's deepest secrets I moved on to gamejams on itchio. After a solid year of game jamming I came out of that with even more compiled code that I made sure was interchangeable throughout projects. That leads me to where I'm at today, in the middle of my first real/serious game title in over 5 years. The name is yet to be decided but for now I'm going with the call-sign 'Twisted Science', whereas my wife is calling it 'Twisted State', so if you see either of those names in my upcoming articles then you will know it's the same game. The game revolves around a group of scientist experimenting on stuff they probably shouldn't be touching. The outcome; a plague of weird creatures being born and ravishing the cities around the world. A handful of activists formed a group to fight back, this is where you come in. A little about the game - Tower defense elements including traditional and third person action modes. Destructible environments, nearly everything on the map is interactable in some way. Multi-verse play! flip the screen at anytime to enter an alternate reality where the game is a anew. Earn coin, upgrade tokens and experience as you march through the single-player campaign. Use your collections to develop your Hero into a fighting machine as you defend the cities against invaders. Code system, daily, weekly and yearly rewards given just for playing the game Unlock DLC's, new characters and weekly challenge maps simply by entering a given code into the console. Save points allow you to pickup from where ever you stopped previously. Planned MOD support for creating custom Challenge Stages completely isolated from the campaign. If you've ever enjoyed a good tower defense game or perhaps a fast paced third person shooter game or even a character building RPG game then you are in for a special treat! Twisted State features elements from all three of the mentioned genres. If you've never played any of the three genres then better yet as you'll get to experience the carefully placed game elements from a new standpoint. I have carefully developed this game with fun in mind. Many different elements were put in and taken out because I felt they didn't meet the 'Fun Factor' I was looking for in this game. What has remained is pure entertainment, you'll enjoy blasting invaders, building your character and exploring new areas as you dive deeper into the campaign. The movement system, the advancement system the combat system - all feels fluent and is very satisfying to play. I paid extra special attention to the sound environment. Every action, every invader, every prop has it's own distinct sound. When brought together the game provides a rewarding FX experience. This visuals system has been carefully laid out to provide maximum enjoyment. A friendly toon-like atmosphere that is configurable to each and every players liking. With over 12 post effect shaders you can adjust the final screen rendering to your own liking. Weather system, day, night and random thunderstorms. If it rains to much the streets become flooded in which case a new playstyle is introduced. Surfboarding! This is just a few of the features you'll find in Twisted State, as I mentioned I have taken my time developing this game to provide the very best experience a player can have while playing a game. If I was to list each and every gameplay element, graphic feature or environmental feature this game offers we'd be reading this entry for days. With all that said and done, sit back and enjoy a few mins of stress-testing gameplay.
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A category to post code snippets in, sorta like blitzB had.
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What do you suppose is happening here? Some of the most fun things to do in a 3d game is play with physics and break stuff.. So I thought what the heck, why not have my wizard fire crystal/glass orbs instead of fireballs... Just as I figured, I've spent the entire morning playing around with this instead of furthering the project, and I haven't even got the breakage part yet. lol.
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I got npc's in the game now, they really only hand out the quests but I gave them some ai for wandering, and doing little side jobs. You'll have to keep them out of trouble with the goblins if they wander off 'too far'. Also cleaned up some of my game logic code and gained about 20% increase in fps.
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A much different stylized look, I turned off bloom, dof and saturation in the config, reworked the toon outline shader some to give a more smooth, single outline to 90 degrees in front of camera. I've made all these shaders togglable in the gfx options menu. Also completed water with hue shader settings and several of the gui templates i got finished.
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Does anyone have an example regarding setting vegetation density in script code ? Or better yet, I need to get the shader handle for the grass layer then be able to set the density of that layer.
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This system works as expected, just one hitch - the transition between 5pm and 6pm is the change over hour, I have to turn off one light and on another and theres really no way to transition that. So out of the 24 hours, I have 1 second of jerky change over. I can live with that. It's got a really good stylized look to it without having to use a toon shader. ( phew ) . This is being ran and recorded off my older testing hardware as well.
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Thought I'd share this technique I've used for sometime.. In my project I have a full 24-hour environment cycle. One easy way to achieve the shadowing is to attach 2 directional lights to an axis rod and slowly rotate the rod, turning on and off the appropriate light according the hour. To further the effect I have setup a tweening routine that handles ClearScreenColor, Main light color, main light specular and ambient color. I then used a RGB chart featuring a dusk to dawn platelet to setup each hour's coloring. Seamless tweening between hour changes is handled by a simple Lerp call. So going from 6am to 7am coloring platelet is seamless. The shadows are handled automatically pretty much. The directional lights attached to the axis rod do all the work. A slow rotation of the axis and the shadows stretch out in a real to life way. I had to modify a few of the drawing shaders, added a uniform Hue to them so I could self-color the tree leaves and grass with more detail than normal ambient or directional lighting provided. To further the experience I have the tween system setup to use real time, so the system OS time actually matches that of real life. But there is also a game mode setting that can be turned on that puts 15 mins of real time down to 1 min. You could also throw in fog and 2 different skyboxes and tween them into the scenario as well but in my case I'm using a heavy DOF effect which pretty much blends my horizon line automatically and using a skybox in this setup is irrelevant since it wouldn't show up anyways. I still need to do some grass work, I'm not really happening with it's look, I'm designing some softer more wavier grass which I'll have in next week. All in all I'm pleased with this aspect of the project. Time to move on to Ui system.
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You are so right, an understanding on how the mechanics work is a major part of coding, not just memorizing some command names.
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Okay, I think I got the color platelet worked out, the screens from yesterday were to bright and the second one two dark. A fine balance between pastels, specular and bloom outlines make all the difference.
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Since the game jams I want to to enter are still months away I figured I'd take some of the stuff I did for the Weekend at kekes project, mix it somewhat with the AVbot project and see what happens. This project features the environmental controls i made for Keke's, the foliage system I made for ftype, the battle controller from avbot and the towerdefense plugins I wrote for defendThis!. My idea at the time was to make all these parts and pieces interchangable so I could drop the systems into any project and they should 'just' work. Well that's precisely what I've done here and for the most part, it's coming together. At least everything is communicating together, so I have a basic skeleton of a game - now to actually build something 'fun' around these systems and call it a game title. This time around the bots are using actual pathfinding. This is only a test, nothing playable here yet. If everything turns out the way I hope it to, I should have a playable open-world towerdefense game based off the fast paced gameplay of avbot.. we shall see ! :() Credit to havenphillip for his awesome work on the dof.
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Hahha funny.. I trimmed down the cam tilts and stopped cam shake when airborne.. much smoother. I couldnt do much with the particle intensity and clarity due to the fact I'm using a weird combination of ssr, fov and bloom which negates most all z-sorting features on the emitters. I can't wait to get Ultra engine in some of these jams.
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Thanks for the comments! I have 2hrs and 29mins before deadline, I'm going to make a small update fix to it before the booth closes..
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https://abinarylife.itch.io/avbot
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Just finished my 10 day Bullet Hell game jam entry , I'm 70% pleased with the outcome.. I worked out about 700 physic controlled bullets on the playfield at one time with smooth frame rate! ( Another knotch in Leadwerks belt hehe ).) I got my wife to do most of the female voiceovers in the video, theres not much but I wanted to credit her lol, the first time she's participated in gamedev. Anyways, here's the final gameplay video.. I'll be posting a link tomorrow if you would like to download this game.
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Try turning off the mipmap on the texture.
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