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ALEC'S

Developer Blog

Background Blocks and Lightmaps

8/16/2017

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Hello everyone!

Sorry for the lack of posts recently - I've been busy with schoolwork (yes, it's that time already). Today I perfected background blocks and made it so that separate chunks are generated for the biome, creating interesting background terrain. Check it out!
I also created lightmaps - essentially, they're grids that store light data (chunk cells that can either be 0 or 1, depending on whether there's a block there). This allowed me to incorporate background blocks with lighting and it also allowed me to create light blocks - more on this tomorrow. However, with all the new additions, I've noticed a surprising drop in framerate. I plan to fill next month with optimizations (or the remainder of this month).

In the screenshots you can also see that the player rig is in complete disarray... still working on it. After I sort the rig out I'll focus on incorporating light blocks & optimizing the game. I'm also going to be implementing water in the near future.

Until next time!
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Restructuring Data + Background Blocks

8/12/2017

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Hello everyone!

I have spent the last four days organizing data structures a lot of the messy code in the game, making it easier to create new content. I also made an adjustment to chunk saving to allow for more data to be saved - chunks are now saved within ini files. This allows me to save other things like metadata and multiple chunk layers within the same file. Metadata is also something I have really wanted to incorporate with the chunk system, because there are still objects that cannot be saved as tiles - chests, crafting tables, etc.

I made a separate ds_grid for background blocks and also am going to make a separate grid for metadata - not sure if this is the most efficient way of doing this, but I'll try. Here's  a screenshot of the background blocks -
Picture
Not the best showcase, but I wanted to have some kind of screenshot for you guys... haven't posted anything interesting for a while.

​Until next time!
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Organizing Biome Attributes

8/8/2017

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Hello everyone!

This isn't going to be a very interesting post, but I spent most of my time today re-organizing various biome attributes. Previously, I had a system that looked like this:
Example

    
I had a script with a ridiculous number of arguments - and GameMaker has an argument limit... and I don't like limits. I wanted to do more biome improvements (among those improvements biome transitions).
Picture
The transitions between biomes aren't particularly smooth. While the biomes are aligned by temperature, there's no smooth transition in blocks between biomes. If a desert is next to a mountain, the sand will instantly change to stone. I wanted to fix that today, but I found that I had reached the argument limit with my chunk generation script! The solution? Enums (enumerators)!

​I set up a huge list of enums for all of the different biomes, and then modified the generation script to only require 3 arguments (allowing me to set an indefinite amount of parameters for biomes without using any more arguments).
Picture
Now, I can reference parameters of any biome like this:
Example

    
This allows for easy manipulation and easy accessibility of the biome's parameters. With me now having access to an indefinite amount of parameters, I can now work on things like the biome's transitions, which I hope to have done by tomorrow. Sorry for a boring coding devblog today... I'll have a more interesting one tomorrow!
Until next time!
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Armor, Alarm Stuff & Spine Models

8/6/2017

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Hello everyone!

Today (and yesterday) I've been working on perfecting the system that replaces alarms as well as armor. I'll talk about the alarms first. The system I'm working on consists of a variable called 'step' that increases every tick of the game, working as a timer. I can then use this variable to count when the block breaking animation should advance a frame. There are a few complications with this system that I'm still trying to work out.

Aside from the alarm system, I'm starting work on the revamped Spine model... starting with armor!
Picture
Spine has an attachment system that allows you to attach items to the model and animate them seamlessly together - perfect for what I'm trying to do. If you didn't know, Spine also features a skeletal animator. I used Spine to create the current player sprites, but since then I've lost the file and I think it needs updating anyway. What's also cool about Spine is that I can re-use the bones for other models! I can use the same skeletal animation as the traiad model for a human model, which will make it very easy to make several races to choose from.
Picture
This creature here is a 'lizman', one of the races that I'm working on. In this screenshot you can also see how bones are set up. Bones can be moved to manipulate the model.

​Until next time!
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Tweaking the Biomes & Moving Away From Alarms

8/4/2017

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Hello everyone!

Today, I tweaked many of the biomes. I made most of their elevations in the world consistent so that biomes like deserts don't tower over mountains. I also made empty oceans to be later filled with water. I also finished the mangrove biome and made a few more items to be accommodated within various biomes (mud, etc.).
Picture
I have also been working on moving away from alarms, because there are several limitations. For those of you that don't know what alarms are, alarms are GameMaker's way of timing things. You can initiate an alarm and give it a value, and it will count down from that value in milliseconds and execute a script. In my case, it executes breaking blocks.

Alarms require a minimum of six milliseconds to be initiated, which makes it impossible for me to create pickaxes that break blocks quickly. As a solution, I'm making my own timing system, which consists of a variable that counts down - more on this tomorrow.

Until next time!
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    Task

    February's task is to improve the combat system and create a system for enemies and their AI.

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    The author of the blog is Alec. He posts weekly, usually on the weekends on Saturday.

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