Author Topic: Graphics demo  (Read 12848 times)

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Offline E37

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Graphics demo
« on: January 15, 2020, 12:18:29 pm »
Im just using this as a way to show off some of the graphics that Ive been working on for one of my projects. This is only a small subsections of the material, but it gives a good idea what the rest is like. Ill try to post new demos here occasionally whenever I get the motivation to. All the [key] lines in the menus are dynamic. If the key is rebound, it changes to the new key.

Also one of the screenshots shows some random token in one of the lines of text. I noticed. Ill fix it.
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Offline Xeda112358

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Re: Graphics demo
« Reply #1 on: January 15, 2020, 12:22:20 pm »
Holy hell that's awesome.

Offline NonstickAtom785

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Re: Graphics demo
« Reply #2 on: January 16, 2020, 09:25:06 am »
Omg. That looks sick! I can't wait for you to complete it. Is it in Axe or in straight assembly.
« Last Edit: January 16, 2020, 09:32:13 am by NonstickAtom785 »
Grammer2 is Good!

Offline E37

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Re: Graphics demo
« Reply #3 on: January 16, 2020, 02:05:49 pm »
So I guess Ill try to make a daily thing out of this. Ive got enough material for at least a couple weeks. That will also let me explain what Im showing each day.
Level Generation: There aren't any built in levels (except for the debug one that most of my demos show) so all the maps are generated. There is a menu with about 25 different options. There is an option to preview the map while it is being generated (it is shown in the demo). The generation does take a minute or two. Levels can also be seeded but I haven't added in the option to set the seed yet.

Omg. That looks sick! I can't wait for you to complete it. Is it in Axe or in straight assembly.
A hybrid of the two. I use assembly for the areas where I need speed and Axe for everything else.
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Offline E37

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Re: Graphics demo
« Reply #4 on: January 18, 2020, 02:36:41 pm »
All units turn to face the direction they are going. They can't face diagonally.
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Offline E37

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Re: Graphics demo
« Reply #5 on: January 18, 2020, 02:37:29 pm »
(Sorry for the double post, I forgot yesterday)

Many units are animated when they are moving and some when they are not. Flying units can cross over liquids and are easy to tell apart as when they aren't moving they shift around in their square.
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Offline Eeems

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Re: Graphics demo
« Reply #6 on: January 19, 2020, 12:17:57 am »
This is looking pretty cool. Keep it up :)
/e

Offline E37

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Re: Graphics demo
« Reply #7 on: January 19, 2020, 06:43:33 pm »
Hitbars are pretty simple. They scale to the unit's size and show how much health they have. There will be an option to turn them off in the graphics settings eventually. Thanks to @Xeda112358  the fast 32 bit division routine (to 5 bits) the hitbars have almost no impact on performance.
Actually there isn't anything animated to see this time, the screenshot shows it all.
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Offline E37

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Re: Graphics demo
« Reply #8 on: January 20, 2020, 06:07:15 pm »
I covered this a little in my original post. Buildings consume power and require it to work. If there isnt enough power, all buildings will stop working. There is an option to turn a building off so it doesnt consume power. Buildings also must be connected to the power network to function. Roads light up when they are powered and can transmit power. One building lets you store excess power and releases it when you need it.
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Offline E37

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Re: Graphics demo
« Reply #9 on: January 21, 2020, 04:38:29 pm »
Icons sometimes show up along the left side. They give important information when you hover over them such as low power, units are in combat, units have been destroyed, there are enemies nearby, enemy wave incoming, tech available for research etc. When I finish adding in the tutorial, I will add the ability to click on the icon to get more detailed information.
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Offline E37

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Re: Graphics demo
« Reply #10 on: January 22, 2020, 03:23:43 pm »
There are two main gamemodes, the campaign and freeplay. The campaign is a randomly generated collection of caverns. As you go deeper, they increase in difficulty. They each have unique names. You aren't required to play in any specific order or even complete all of them. The demo only shows a subset of what goes on in the campaign. Teleporting units between caverns, teleportation range, tunnels... arent shown.

As it is is, the campaign's menus are kinda confusing. Especially as the way it works is different from the rest of the game. It is where almost all the rest of my work is.
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Offline E37

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Re: Graphics demo
« Reply #11 on: January 25, 2020, 02:50:49 pm »
Every unit (and almost every building) can be upgraded. There are 5 different options for units, 2 are only one level, but the other 3 can be upgraded many times (they each have different maximums). The more upgrades are applied, the more expensive they are up to a point. Buildings have 1-3 upgrades and their cost doesn't increase. Their upgrades have much smaller limits but are more powerful.
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Offline E37

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Re: Graphics demo
« Reply #12 on: January 26, 2020, 07:27:42 pm »
So I have about 2 weeks more of interesting stuff to show off and have written the little description of each, but getting the recordings for each day is a little work. And by a little work I mean about 1-2 whole minutes. Still, it is so easy to push off making the posts. :P

There is currently one boss enemy in the game, the Rocky Horror. He has a healthbar, and a bunch of specific animations and attacks. He is designed as a 'cavern ending' boss and is insanely tough. Without a crazily upgraded unit, the horror will tear through pretty much anything in its way. It is mostly there for players who have played past the end of the game and unlocked the superweapons and have a really overpowered team. (which will probably get slaughtered anyway >:) ) And yes, I have beaten it on Insane difficulty. But that is expected since it is my game...

Also I know his feet are broken. And I have fixed it. I haven't updated the emulator's version of the game since I started this since it was a huge pain to get it to work at all...
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Offline E37

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Re: Graphics demo
« Reply #13 on: September 09, 2020, 04:25:12 pm »
So I figured I might as well kinda necro this as I have stuff to show. I added 'dynamic' lighting. It basically adjusts the contrast based on how many units/buildings are close to the screen. Each object has its own brightness value and magma even has its own subtle glow. I turned on wallhacks for the demo so thats why everything looks strange. The whole recording is pretty low effort but eh, it shows the general idea. The transitions between light levels look way better on actual hardware (read: it doesn't have that super obvious flicker that the emulator does) Actually, come to think of it, the whole game looks way better on hardware but I guess that is true of every game. It can be disabled in the settings. The whole project is basically finished. All I need to do is find some time to figure out a minor bug on campaign completion and add descriptions to all the options in the settings menu.
Not shown: lasers create light flashes when on or close to the screen. It can be disabled separately from the lighting if you find random flashes irritating.

I added a bunch of other cool things in the mean time too but I can't remember what they are...
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Offline Jonson26

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Re: Graphics demo
« Reply #14 on: September 15, 2020, 06:22:09 am »
This kind of reminds me of the alien breed graphics.  :)