Search found 106 matches
- Wed Feb 27, 2019 8:20 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
Yeah that's basically the idea, technically there's no entity used at all for the trisoup, just data in arrays and one built-in func call per updateview. So instead of drawing X*Y amount of models, it just draws one mesh that I created when the map data was received from the server. The fact I gener...
- Tue Feb 26, 2019 5:17 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
How about the collision between the trisoup and the AABB entities ? I am very interested on this approach. The trisoup is purely for visuals, kinda like R_BeginPolygon, but with way less built-in spam, which should make it potentially much much faster. The collision in my case is handled with entit...
- Sun Feb 24, 2019 5:48 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
More progress with the same project. The map is now completely rendered using FTE's trisoup drawing instead of one entity per block, so I write all the map geometry vertices and indices in QC and when rendering I can draw the entire level with a single call (not counting actual entities like the pla...
- Wed Feb 20, 2019 8:41 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
Continuing from the last 2 posts, you can see the procedurally generated map in action in a top down shooter form, just with no enemies or anything yet. I did write a custom lighting system that works by rendering these circular light meshes on a texture and then overlaying that texture on top of a ...
- Fri Feb 15, 2019 8:43 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
Continued from the previous post: I improved the tile editor for the meta tiles, now you can save save and load tile sets, pick which category, and which variation of that category you are editing. still some minor bugs in it, and in the future I'll have more than just wall/not-wall as paintable typ...
- Mon Feb 11, 2019 5:34 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
Been working a bit on procedural level generation for something roguelite-ish. I first have it generate a 4x4 layout of meta-tiles using a somewhat simple algorithm that guarantees levels that aren't too simple and never have too long dead ends, and going to the exit never requires the player to go ...
- Tue Jan 15, 2019 2:46 pm
- Forum: Project Showcase
- Topic: [FTEQW][REL] Regain Power
- Replies: 7
- Views: 4982
Re: [FTEQW][REL] Regain Power
Thanks guys!! I'm happy how it turned out, good practice for mapping as well (something I usually never liked).
- Mon Dec 31, 2018 11:33 pm
- Forum: Project Showcase
- Topic: [FTEQW][REL] Regain Power
- Replies: 7
- Views: 4982
Re: [FTEQW][REL] Regain Power
So the results of the rating for LD43 are out and I'm very happy to see my game get into top 10 of the overall category! Overall: 7th (4.231 average from 28 ratings) Fun: 11th (4.173 average from 28 ratings) Innovation: 141st (3.481 average from 28 ratings) Theme: 258th (3.462 average from 28 rating...
- Mon Dec 24, 2018 6:37 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
Very cool toneddu2000, congrats on getting the game done!
pitcahtan: cool stuff as always, any plans for what to do next?
pitcahtan: cool stuff as always, any plans for what to do next?
- Mon Dec 03, 2018 7:31 pm
- Forum: Project Showcase
- Topic: [FTEQW][REL] Regain Power
- Replies: 7
- Views: 4982
[FTEQW][REL] Regain Power
I feel like I'm hogging up this sub-forum with all these Ludum Dare Entries. Regain Power is my entry for the Ludum Dare 43 Compo, which means it was made by myself in 48 hours. I used my own empty template for FTEQW + my brand new work in progress ui library called SUI. I will try to get these out ...
- Wed Aug 29, 2018 9:24 am
- Forum: Project Showcase
- Topic: [FTEQW][REL] Escape from Space
- Replies: 5
- Views: 5612
Re: [FTEQW][REL] Escape from Space
Thanks for the feedback, yeah it's a little bit on the hard side because I balanced it in the way that it was still somewhat challenging for me even after constant playtesting over many hours :) Julius: I dumped the code + source assets for models on github with the permissive MIT license: https://g...
- Mon Aug 13, 2018 11:41 am
- Forum: Project Showcase
- Topic: [FTEQW][REL] Escape from Space
- Replies: 5
- Views: 5612
[FTEQW][REL] Escape from Space
https://static.jam.vg/raw/a57/41/z/16a64.png As I posted in the 'what are you working on' thread, I did a small FTEQW game fro the Ludum Dare 42 Compo. The game was made alone in 48 hours 'from scratch', meaning all the art assets were created during that time period, and the bulk of the gameplay c...
- Fri Aug 10, 2018 7:04 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5852116
Re: What are you working on?
I'm not working on it *right now* but I will be working on yet another gamejam game over this weekend (11th and 12th) using FTEQW, so I thought some people here might be interested. It'll be streamed here https://www.twitch.tv/shp__
- Fri Apr 27, 2018 3:36 am
- Forum: Project Showcase
- Topic: [FTEQW][REL] Gardening Sim 2019
- Replies: 6
- Views: 4582
Re: [FTEQW][REL] Gardening Sim 2019
I tried that tecnique too, but I couldn't let FTE handle correctly transparency. Usually it displays always a little of "silhuoette" effect on edges. Probably something off with the shaders then, and yeah flat ground made it trivial, otherwise I would've used a decal with a single traceli...
- Thu Apr 26, 2018 10:44 am
- Forum: Project Showcase
- Topic: [FTEQW][REL] Gardening Sim 2019
- Replies: 6
- Views: 4582
Re: [FTEQW][REL] Gardening Sim 2019
Always great things by Shpuld! Compliments! You're the human proof that FTE can be used to produce great games! :biggrin: Awesome work PS: how did you do the fog moving? Shader applied on a top plane? And blob shadows? Thank you~ You'll find answers to both in the source code in cl_main.qc and scri...