The WIP Thread

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Re: The WIP Thread

Postby Kinsie » Mon Oct 14, 2019 2:02 am

Since I haven't posted about it lately, here's a quick clip of that mod I've been fucking around with lately. Still needs a lot of stuff (weapons, monsters, fx etc.) but I'm having a good deal of fun with it. Here's hoping other people do, too!
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Re: The WIP Thread

Postby InsanityBringer » Mon Oct 14, 2019 11:15 am

hah, I love the obituary name generator. I like the look of it so far.

gotta work on that SSG aim though
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Re: The WIP Thread

Postby NeuralStunner » Mon Oct 14, 2019 3:08 pm

I lost it at the endscreen. Good job.
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Re: The WIP Thread

Postby Nash » Tue Oct 15, 2019 6:29 am



More in-game radio progress. Multiple radio channels can play simultaneously. In the first scene, 3 channels can be heard: the radio on the floor is playing a channel with no broadcast (intentional static), the radio on the barrel is playing some classic music, while your personal radio (the one only you, the player, can hear) is picking up some kind of distress signal nearby.

Copyrighted music only meant as demonstration, will not be used in the final game.
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Re: The WIP Thread

Postby Kinsie » Tue Oct 15, 2019 8:20 am

Image

Based on a level layout from Metroid Prime 2 multiplayer.
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Re: The WIP Thread

Postby kodi » Tue Oct 15, 2019 10:08 am

Fantastic work nash. The game world suddenly feels very much alive.
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Re: The WIP Thread

Postby phantombeta » Tue Oct 15, 2019 10:27 am


Just a small showcase of my WIP FPS game engine.
Making a game engine is hard, but pretty fun. Even more so if you don't have to make your own tools for it.
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Re: The WIP Thread

Postby Rachael » Tue Oct 15, 2019 9:57 pm

Very impressive, Phantom!
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Re: The WIP Thread

Postby Captain J » Tue Oct 15, 2019 11:49 pm

Nash wrote:More in-game radio progress. Multiple radio channels can play simultaneously. In the first scene, 3 channels can be heard: the radio on the floor is playing a channel with no broadcast (intentional static), the radio on the barrel is playing some classic music, while your personal radio (the one only you, the player, can hear) is picking up some kind of distress signal nearby.

Copyrighted music only meant as demonstration, will not be used in the final game.
I love how the radio chat and the music goes at the same time, smoothly and nicely. I guess it gives you the side quest or something?
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Re: The WIP Thread

Postby InsanityBringer » Thu Oct 17, 2019 12:03 am

https://drive.google.com/file/d/1LQjARq2B58KdzvmDBE1B9p-gTAPNDFzM/view?usp=sharing

I've made some early testing builds of Chocolate Descent.
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Re: The WIP Thread

Postby doomfiend » Thu Oct 17, 2019 11:40 am

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Re: The WIP Thread

Postby leileilol » Fri Oct 18, 2019 7:35 pm

InsanityBringer wrote: early testing builds of Chocolate Descent.

Briefly tried it and the GPU coil whine in the menus (not ingame) made me nervous about sudden restarts. Cap that at 70 (for 320x200) / 60 (for 640x480)?
Like of what I played ingame so far though. Very very promising.

I've tried Descent in 1280x960 and I think it could maybe use some pre-scaled bilinear (320x200/400->640x400 nearest for doublescan, then bilinear to the target res) to deal with some aliasing. 320x400 stretched up is a bit ugly on the automap... Bilinear's not the best (CRTs didn't do bilinear scale) so there's probably a better non-Lanczos algo for it somewhere (short of having a full blown shader system to approximate all the fun bright phosphors and scopecreeping it beyond chocolate goals)

haven't dug out my old D2 disc to try that yet... I mained that in 640 in the day so there should be far less scaling concerns.
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Re: The WIP Thread

Postby InsanityBringer » Sat Oct 19, 2019 1:32 pm

I went ahead and implemented a FPS cap in the menus, 70 FPS for 320x200 and 60FPS for 640x480, though I guess the specific number isn't too important when there's no animation. My CPU usage charts are happier now, at least.

I'll investigate doubled pixels + bilinear filtering as a new FitMode option for lower resolutions. It should hopefully give me a good opportunity to clean up some of the messier parts of the screen code. Descent 2 in the 640x480 mode currently looks pretty good at 1280x960, the resolution I've been playing at the most during testing.
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Re: The WIP Thread

Postby AFADoomer » Sat Oct 19, 2019 11:03 pm

Playing around with some behind-the-scenes assets for my Portal mod...
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Re: The WIP Thread

Postby Captain J » Sat Oct 19, 2019 11:24 pm

Very impressive and unique design going on. I think i'm mistaking it as unity engine or some sort of!
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