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    • C

      Coolcoder360's Devlog/updates thread
      Blogs • • Coolcoder360

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      C

      And back to the Engine!

      Got back to doing UI work on my engine, labels and buttons are now possible to be put into windows. They do overlap in the screenshot here, but I’m not sure I care for now, it’s working!
      And the button even works (just logging stuff for now when pressed, but still, that’s progress!)

      Screemshoot_05-18-2022_230040.png

      However there are cases now where I’ve noticed some odd/unreliable segfaulting, some involving EnTT type assertions and such, so I’m a little bit concerned about the reliability/stability. Again. But progress has been made. And good progress at that, I mean what more do you need for an editor than buttons and labels? Okay Text Input is a good next thing, and then checkboxes and radio buttons are probably also going to be on the list, maybe sliders too. But baby steps for now.

      Other side projects

      In other news I’ve started a little Rust project with SDL2 just for like, learning Rust and such.

      I’ve also started making a Pixel Font.

      And I’m still doing pixel art for my Godot jrpg procedural map generation side project.

      Next steps

      I think next steps are going to be

      Add text input boxes Add checkboxes add radio buttons try to fix up the reliability a little bit to make it more reliable

      That’s all for now!

    • kildorf

      [GRUEDORF] Kildorf's Devlog
      Blogs • gruedorf • • kildorf

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      slimehunter84

      @kildorf The map accordion system sounds like a good time-saver. I also really like the choice of over-the-shoulder battle camera angle and turn order toward the top of the screen.

    • Robin

      Robin's Devlog
      Blogs • metroid puzzle • • Robin

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      Robin

      @slimehunter84 Thanks. Glad you were able to tell those were flies 😁 Probably easier to see in motion.

    • bengrue

      [GRUEDORF] Grue's Sully Updates Thread
      Blogs • • bengrue

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      bengrue

      I made this!

      https://github.com/mcgrue/scripts/blob/main/bash/killport.sh

      killport() { if [ $# -eq 0 ] then echo "Missing port argument" return fi; output=$(lsof -t -i :$1) echo "found the following processes on port $1 : $output" for i in $output do echo "attempting to kill $i" kill $i done echo "done murdering ports" }

      …because I was killing things a lot. Surely in about 2 years the time investment will pay off.

      Why?

      Because I spawned THIS MANY windows trying to make this:

      8111c4d9-6c32-42e9-aefa-cc2d46bbcdad-image.png

      …Why is bash so hard?

    • Eldritch05

      Epic of Serinor Devlog
      Blogs • • Eldritch05

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      Eldritch05

      This is coming early since we’re leaving for a family vacation this afternoon. Which also means I’m not going to have time to finish up the last few things in my current sprint before I wanted it to end, but it’s fine. IT’S FINE.

      Getting through sprint 0.1 means the underlying systems of the game are 75% to 80% complete. My current sprints match up with the same content and tasks I did the first go-round with Dawnshadow, so I have a pretty good idea with where I’m going. If my estimates hold true and I keep pace with last time, Epic of Serinor: Harbinger will be wrapped up and ready to release February 2022.

      Vector art takes me longer than 8-bit pixel sprites, though. Especially since combat’s animated now.

      Screenshot of Sai finding a fleeting shadow

      New Progress

      Implement resting routine Add damaged animation Add incapacitated animation Pass animation processing from battle handler to individual combatants Add incapacitated handling to battle for Sai and ally Add all Shadowed Citadel map events Add ally death processing to combat Draw ability icons for raptor arts Implement Shackle/Shatter switch and functionality Draw cultist combat sprite Add Change Rows functionality Draw saurian menu sprite Draw ability icons for saurian arts Draw saurian map sprite Draw saurian combat sprite Draw tiny bat combat sprite Implement permanent animation for flying entities Draw megabat combat sprite Implement ability effects Draw hopper combat sprite Save wyrmsblood chest contents at game start Access saved contents from individual wyrmsblood chests Script wyrmsblood events for Shadowed Citadel

      Issues Resolved

      Heal effects can overheal past exhaustion Enemies that kill Sai give their full XP award during the next fight Weapons missing from damaged and incapacitated animations Ally not removed from party after death Raptor missing damaged animation Success rate on Shackle seems suspiciously high CTD if Sai shatters ally, but only from front row
    • Overkill

      Overkill's devlog
      Blogs • • Overkill

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      Overkill

      Hi, here’s another weekly update.

      I started blocking out some other rooms. I made this forest / plant zone underneath the “castle” zone:

      some new rooms

      Still super rough, and it will probably need to change as enemies and interactive objects are placed, and game progression is figured out. Anyway, having fun trying stuff out.

      Trying to keep to decorating things with a limited amount of tiles, conveying the general texture / theme of stuff with a couple small repeating patterns. The forest uses about 3 main tiles:

      foreground “grass”/“bush”/“leaf” tiles background tangled knot of roots/branches background vines/branches

      Then there’s a couple blocks or bricks over that, but they’re less common in the central rooms of this area.

      In designing the rooms, I tried to make sure every area has multiple exits and distinct areas that can be reached. I’ve been trying to make branching paths that have you weave through multiple rooms, so you need to figure out how things connect. It’s pretty basic so far though. There’s no key items or collectable abilities yet, so it’s pretty easy to “solve the maze” heh.

      I still don’t know how I’ll fill in the rooms yet, but it’s a start.

      Also started mocking up this HUD, just tossing something very basic in:
      idevenk_1.png

      Since it’s a “fixed-screen” platformer, I thought a static full-width HUD probably makes the most sense. I was originally thinking of a HUD that repositions itself depending on your spot, but realized those are a bit annoying. And hiding the HUD isn’t really an option unless player health is communicated some other way, or you have a life bar over your player (ugly). And a fixed, floating HUD like Mega Man is more fitting for a game with a scrolling camera and fairly tall corridors, it doesn’t really work here. So static HUD it is!

      To compensate for the 8px of space used by the HUD, I scrolled the camera up a half-tile (4px) which seems to work ok. And it saves the need to edit all existing rooms to be 15 tiles tall instead of 16. I prototyped scrolling the camera slightly as you navigated but found it a bit annoying in practice to see it pan every time you go. So a fixed half-tile offset seems to be an ok compromise.

      Still seems like I’m in recovery mode, but every couple of nights, I poke at this prototype for an hour or so. Wish I could eventually figure out where this is headed, but it’s still nice to make minor progress somewhere.

      I also got my second shot on the weekend. Aside from a bit of a bruised/heavy feeling in my arm, and being a bit drowsy afterwards initially, there weren’t really a lot of other side-effects. After the 2 week recovery mark passes, this may mean more changes, as it will be possible to do a little more outside of the house. I’m still pretty hesitant about being too ambitious with that though, since lots of people still aren’t vaccinated yet, and the new delta variant, etc. Also it may mean working outside of my house a couple days a week, and I have mixed feelings about this. We’ll see.

      Anyway, catch you next time!

    • bengrue

      VERGE-RPG Blog
      Blogs • • bengrue

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      bengrue

      Sorry about the downtime; there was a server reboot and I hadn’t set up the site to come up without manual intervention yet. Whoops.

    • Overkill

      Running old Verge games
      General Discussion • • Overkill

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      Hatchet

      Loretian! You should join the discord, would be the easiest way to chat, and share files, hah! Invite link is https://discord.gg/5EVb3w7

    • Rysen

      Rysen's Devlog
      Blogs • • Rysen

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      Rysen

      Just a small update that’s 2 weeks late.

      My fiancee’s younger sister (there’s a biiiig age gap between them) is only 14 and an AMAZING artist. In school she’s in a program where she’s been doing some pixel art and has fallen in love with it. She’s ridiculously good at it too.

      Unfortunately, I don’t have any of her pixel art, but I do have a few of her pieces screenshotted.

      alt text

      I remember having a conversation with her last year about her playing with Godot a bit in school, and she was given all these links so that she could do stuff at home. But, they didn’t have a computer at home. Out of the entire family, I think she relates to me most because she loves games, loves the idea of game development, is, again, a fantastic artist especially for her age, but just never had the resources at home to pursue it outside of school hours.

      Well, I upgraded my computer last year, so I had some spare parts. For her birthday this year, I bought a couple of other parts and ended up building her, her very own computer. Her Mom then bought her a monitor, and now she has a nice little PC setup she can mess around with.

      Last night she showed me some of the stuff she was working on and it was really cool. She’s played some of my old Verge games and other projects, and was picking my brain about a game idea she had. She already has the main character designed, showed me the pixel version she created, and it looks really good. I was really blown away. Not only that, she was telling me about the style of game, ideas she had for mechanics, and we kind of brainstormed together about what it would like/how it would play, etc. It was a lot of fun…and I remember thinking at her age was probably when I first started becoming interested in game dev, so it was just all around a cool thing.

      She asked if I would help her make this game, if she did all the art, would I be willing to help her with programming and making it come to life.

      I definitely did my best to set expectations for her…game dev is hard, it takes a long time, we might not finish it (as is our way), she may lose interest, etc. etc., but that I’ve been looking for a project, and would be happy to spend some time putting stuff together for her and helping her bring a vision to life.

      So, hopefully for the next post I’ll have some screens to show you, because I think you’ll all be pretty impressed with her work.

      Now, I’m excited too.

    • Hatchet

      [Gruedorf] HatchetSoft updates Thread
      Blogs • gruedorf • • Hatchet

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      Hatchet

      The past week or so has been… tough due to some personal news that I don’t want to get into here. Nevertheless, taking some time to focus and do some gamedev work was good for me. I didn’t accomplish a whole lot, but I was able to get a few more things done. In no particular order:

      Fixed an issue with cross fading between maps. For some reason the volume was not getting capped, so the volume of a song would just keep rising well past the allowed volume. The song wouldn’t get any louder, but it did cause issues when fading out from an extra high volume and end up with two songs playing until the first one finally reached an allowed volume range. I believe this also fixed some random, untraceable crashes as it has not crashed on me once since doing this.

      I ported over the multiple input code from Winter, allowing use of both keyboard and gamepad at the same time. It’s definitely still not the most efficient way of doing it, as it assigns a separate control object for both gamepad and keyboard, but it’s done, it works, and I don’t really care. 🤓

      I added little captions for when you enter certain areas, such as Anastasia’s House, or the town (which I have named “Haven” for now, but not sure if I will stick with it yet). I am dabbling with the idea of an additional town on another island to justify having an inn on each, and where they would have trade relations. We will see if I go ahead with this idea or not.

      There was already an existing effect for scrolling an image across the screen used for clouds in the background and cloud shadows over top of the map. However this effect would draw shadows in the sky which bugged me. Fortunately I already had a script which could render the map to a canvas and save it to an image. I was able to modify that script to create a stencil canvas of anywhere that did not have any pixels colored on the map, and use it with a subtract blend to cut out cloud shadows where they should not be drawn. I think the final effect ended up pretty nice:

      Fu10_Shadows.gif

      Next on my todo list are more scenario updates - changing the way the first cave works, in particular, as it’s quite annoying to pass through, and the conversation with Freidrich at the end is extremely lengthy and should be broken up. As well, I want to complete the previously incomplete and thus disabled Inventory screen. It “works” currently, but acts only as a list of items that you have collected (which is not much yet). I want to divide this up into various categories of items and make finding/purchasing equipment a bit more of a part of the game. There are some unused assets, as well as some I may borrow from Hyptosis and Corey. It should be interesting developing this part some more.

      877dae88-6e15-4a29-a1eb-8022d2be183c-image.png

      Of course, the game right now is hardly long enough to justify such changes, so as hinted above already I think I am going to lean into expanding the game to actually make it worth playing, and doing all these updates. It seems to be getting a lot of positive reception wherever I’ve shown it, so I think it could do “well” as a followup to Winter. Of course this would mean delaying working on Mannux a bit more, but given there are Godot 4 features I want to take advantage of before really starting to work on it in earnest, I think it will be worth the wait.

      In terms of a bit more details, I definitely want to expand the first “green” island, as there is already a section you can only get to with the grapple item you find in the first dungeon. There is also a completely unused desert tileset that I want to take advantage of for a second island. And of course it wouldn’t be difficult to add in another color swapped dungeon or two, though designing them will be interesting. Fortunately the tileset used in Fukyuuten is a good deal easier to use than Winter’s, so I believe expanding the content won’t take too long, relatively speaking.

      For a desert dungeon, a potential boss enemy is already being designed by my friend Adam (insomniacsoleil on Discord).

      03609660-a58d-4b08-9d20-6808c36a4760-image.png

      He would have several different attacks, but I’ll leave those as a surprise. ;)

    • xor_mgambrell_0

      [GRUEDORF] mgambrell's making other people's games
      Blogs • • xor_mgambrell_0

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      xor_mgambrell_0

      Welp. I forgot oggenc litters its output oggs with random garbage that’s different on every run.

      So now I’ve got 600MB patches every time I make a new build unless I change the build process for this game to copy over the ogg files from the first rom version that got approved. That’s because ogg by default puts a serial number in each internal chunk (i.e. 100s of times in the file at unpredictable offsets) which is seeded randomly every time oggenc runs.

      Moral of the story: if you’re running oggenc without “-s 0” to seed the serial number to 0, then you’re doing it wrong. Always, always, always, always.

      In fact at one point I even made a custom oggenc that always does that so there’s no way I could forget… except… I forgot to use that custom oggenc this time.

    • jeffgamedev

      Jeffgamedev's Gruedorfian Devlog
      Blogs • • jeffgamedev

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      jeffgamedev

      Hello my wonderful friends! My delinquency here is not to say I haven’t been working on indie game stuff frequently. Like Hatchet posted, I’ve been clocking a lot of time on the Mannux project.

      I have a lot of irons in the oven right now, but I did manage to get inspired and rebuild my personal site. It’s deployed here: https://jeffgamedev.com/
      There’s a “Play” page where you can play a bunch of the stuff I’ve posted here, as well as some others.

      I’m planning on completing Grand Onion this year. I have some ideas about how to monetize it, but I plan on making it completely free and without DRM.

      Woohoo! Gruedorf!

    • bengrue

      Test test test
      General Discussion • • bengrue

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      bengrue

      @bengrue said in Test test test:

    • Eldritch05

      Epic of Serinor: Dawnshadow Coming Soon!
      Announcements • • Eldritch05

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      Eldritch05

      I think it comes down to what are the most irritating things to have to work around. Because anything I wanted to do, I could. It’s just ugly sometimes.

      I think the biggest one for me would be having access to real floats. I ran into integer rollover issues trying to get good precision in Dawnshadow’s damage calculation and had to break it up. And regeneration effects regenerate health unevenly. Again, I could have designed it better (and may yet) but it was one of the more aggravating bits to get working properly with only ints.

      Member functions or the ability to pass structs as arguments would have been occasionally useful, but they’re not critical since everything is public. I made good use of two of the more recent additions to vc, specifically dicts and varargs. Those were very useful.

      And make sure to warn people if order of operations ever gets fixed. I know that I coded some things with the assumption Verge would read it left to right.

    • Overkill

      Hi! What's everyone up to these days?
      General Discussion • • Overkill

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      Sheng Gradilla

      Worked for EA several years, got some health issues because of the stress and everything. I have mostly recovered, currently at a temporary job, and working on a new project, more ambitious than previous ones, but using some nice tools to organize my work (https://www.worldanvil.com). It’s titled “Record of the Dragon Goddess”

      It’s about a world created by a Dragon God, and how things don’t go as he expected. The story follows the actions of his two offsprings, Amaxis and Draxenath, as perceived from the mortals’ perspective. I have been working on an “Interview with the Dragon Goddess” as a form of introductory series of texts.
      Record of the Dragon Goddess blog

      I hope to join you on Discord soon.

    • bengrue

      Castle Heck (The IRC Server)
      General Discussion • • bengrue

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      bengrue

      It’s this one.

      MLK day!

    • T

      [GRUEDORF] Tatzen's Space Management Game
      Blogs • • Tatzen

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      T

      Week 9: Not Much

      This week I took time off from my personal projects and basically worked a lot and focused on Path of Exile.

      As a part of that, I did build a small simulator that modeled the damage output of the Path of Exile bleed mechanic, but it’s not something I plan to share with the world. Here’s a screenshot:

      858077a5-1de7-4222-9fa4-a4f66d5344b8-image.png

      Next Week

      More of the same, I predict. I’m taking a brief break from game dev. But I wanted to continue posting here so it is easier for me to transition back into active dev work.

    • bengrue

      Oh jeez, I deleted the old site.
      Announcements • site news • • bengrue

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      M_Dragon

      The Verge3 docs you uploaded are perfect, thanks so much!

    • bengrue

      Hang out on our Discord?
      Announcements • • bengrue

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      bengrue

      Join the discord!

      https://discord.gg/5EVb3w7

    • kildorf

      I Like Ham
      General Discussion • • kildorf

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      S

      I don’t really like ham.