im back at it makin shitty character models again, view their glory

Discussion in 'TZT GameDev' started by Agrul, Sep 18, 2016.

  1. Czer

    Czer I'm a poor person. The lambo is my cousin's.

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    I want to do this, join the game making group

    my ADD is as extreme as it gets, not adhd but trying to focus and not being paid to do something is very difficult

    did you list all the stuff you're using to create this agrul
     
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  2. Agrul

    Agrul TZT Neckbeard Lord

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    almost all of what i'm doing is just 3d modeling in / using the python API from blender: https://www.blender.org/download/

    the rest is:

    i edit code in https://conemu.github.io/ (on windows) or in a ubuntu (https://ubuntu.com/) terminal window

    i version control code with https://git-scm.com/ (using an s3 bucket -- https://aws.amazon.com/s3/ -- as my remote server), and do my text editing with https://www.vim.org/ (EDIT: actually technically i use https://www.eclipse.org/jgit/ rather than regular git, since i found a write-up on how to use jgit w/ an s3 bucket as remote)

    and, eventually, i will port what i am doing in blender back into a proper game engine -- one of https://unity.com/, https://godotengine.org/, or https://www.unrealengine.com/en-US/

    on very, very rare occasions i also use https://www.gimp.org/ as a free photoshop substitute
     
    Last edited: Aug 18, 2020
  3. Czer

    Czer I'm a poor person. The lambo is my cousin's.

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    What kind of game are you designing or at least have in mind what you are creating things towards, genre etc

    is this like a roguelite/like in that it generates a different environment, is that what I am understanding from your attempts at random graphical area generation?

    are you just experimenting with that attribute, will it be an integral part of your learning/design

    you said this is all graphical, have you started any experimentation with anything like game engine scripts or AI (general logic parameters walking/walls)
     
  4. Agrul

    Agrul TZT Neckbeard Lord

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    i currently expect it to be a top-down RPG, most directly inspired by the Trails Falcolm series. old-school SNES Final Fantasy titles might be a more familiar reference point, although FF does not tend to do world-building as thoroughly as Falcolm

    the procedural dungeon/building creator will be an integral part of my artistic/world creation workflow, but probably not part of the game itself, because all of the procedural generation code currently lives in blender python, not in a game engine & its language. although it would be interesting to try to port the procedural code over to a game engine

    i've not written any AI scripts, although i have looked into some of the ways people commonly do it, and have my own inventive/weird ones about how i expect at least some of it to work

    i have worked with some 'game engine scripts', yes. i wrote a marching cubes (https://en.wikipedia.org/wiki/Marching_cubes) implementation in Unity's variant of C# back when i was first dipping my toes into this, before my multi-year investment in trying to be less shit at making my own art assets. Unity is one of the 3 game engines i linked above, and is probably the single most commonly used one; i think @Sear is using it for his steam game. i am not sure whether or not i will use it when i move the graphics over from blender into unity, although it was part of my original plan
     
  5. Agrul

    Agrul TZT Neckbeard Lord

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    this is a place of heathens and we will ruin the couch as well

    pg28_sofa_stains.jpg
     
  6. Czer

    Czer I'm a poor person. The lambo is my cousin's.

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    I have almost every legend of heroes game don't you talk to me that way
     
  7. Agrul

    Agrul TZT Neckbeard Lord

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    o nice

    i just assume most people here have never heard of it
     
  8. Havlen

    Havlen TZT Abuser

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    I never liked Gimp's UI so I went with Paint.Net as a photoshop alternative. I need to try it again as I think it has more features than Paint.net. It does have a healthy amount of user-created tools though.
     
  9. Agrul

    Agrul TZT Neckbeard Lord

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    I'm still not at all comfortable with GIMP's UI, and I found/still find it very frustrating to do things in GIMP that I think should be very simple, like re-size icons to work on a large-resolution display without excessive squinting. I try to keep almost all of my art workflow inside Blender, and have mostly succeeded in that. I've only really used GIMP for

    - making simple fur textures with a little 2D paint and various combinations of noise+high-ratio blur/x-y distort/stretch filters (but this I can do in Blender these days)
    - making images seamless (this is one of the few things i dont know of a blender equivalent for. probably someone has written an add-on to do it..)
    - scripting the above to process large numbers of images at once (easier to do in blender, but not too hard to do in GIMP, and scripting being easier in blender doesnt help for an op like make-seamless that i havent found in blender yet)

    Could also do straight-up 2D art in GIMP, but I think I prefer Blender Grease Pencil for that. I like being able to easily jump between 2D and 3D, and to combine elements of both. Admittedly I also just have built up a lot of experience with Blender; maybe I'd feel differently if I spent a comparable amount of time doing 2D art in GIMP and was equally comfortable with it
     
    Last edited: Aug 18, 2020
  10. Agrul

    Agrul TZT Neckbeard Lord

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    i also see Krita mentioned a lot as a nice 2D app
     
  11. BanedenHR

    BanedenHR TZT Neckbeard Lord

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    i understand none of this, but i did play EQ once, so im pretty much an expert in graphics
     
  12. Agrul

    Agrul TZT Neckbeard Lord

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    that's a pretty compelling resume

    how mnay MSPs are head hunting u? i may consider appointing u as my graphical 2nd
     
  13. BanedenHR

    BanedenHR TZT Neckbeard Lord

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    i assume you mean myconid spore priests from sebillis, in which case 5
     
  14. Agrul

    Agrul TZT Neckbeard Lord

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    i mean: what else could i possibly mean?
     
  15. Agrul

    Agrul TZT Neckbeard Lord

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    48,767
  16. Agrul

    Agrul TZT Neckbeard Lord

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    decided to try out https://godotengine.org/ rather than unity moving forward. pleasantly surprised by it so far

    got a basic importer for my procedural buildings working. here it is importing a building floor, with the blue things representing colliders, so that i can move the 'player' (the little cube) around on it and not fall down to infinity. the whole idea of the importer is that i can do whatever i want in blender, including user blender-specific code & tricks, because i render everything to individual tiled images, and re-construct them as planes that look correct viewed top-down, but are just empty squares viewed from other angles:

    floor_sort_of_works_hey.jpg

    the collider math is really wonky, though. i'm manually computing the collider coordinates for each vertex, & specifically am manually adjusting for parenting relationships and local/global conversions of coords (so, if obj scale is 2, then local coords should be expressed at half their usual size; if obj parent is translated by 2, 4, 6, then local coords should be computed relative to this starting point, etc). since i don't have any rotation, and just scale/translation, i thought that would be very easy to account for, but ended up introducing an additive fudge factor that i can only like half-explain:

    wtf_extra_term_wtf.jpg
     
  17. Czer

    Czer I'm a poor person. The lambo is my cousin's.

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    Is it good so far, sors told me about it a few days ago so I put it in my library on steam
     
  18. Agrul

    Agrul TZT Neckbeard Lord

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    is what good? godot?
     
  19. AgelessDrifter

    AgelessDrifter TZT Neckbeard Lord

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    We’re still waiting on it
     
  20. Czer

    Czer I'm a poor person. The lambo is my cousin's.

    Post Count:
    36,049
    godot, it's on steam