Sabtu, 19 Januari 2013

Splatter

Just a quick tutorial to start the new year. I needed a splatter for an illustration. After a quick check on my hard-drive and google images I decided to do it from scratch which turned out to be quick and easy. 

It's based on a circle with added nodes and a bit of deforming. 


Again it's all about variation. The design is nice and simple and very flexible. Let's try some directional drips. The first one drips down to the lower right and the second variation drips straight down.


I hope this might be helpful ... Enjoy! 


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Kamis, 17 Januari 2013

Water

Water has been a lot difficult than I had anticipated, I thought I could set up some simple rules and let it propagate itself but it seems that liquids are a lot more complicated than I thought, three times with three different prototypes I ended up with infinitely expanding water producing a tidal wave that would engulf the map.

Quite beautiful really, I'll need to add something like it as a natural disaster type event at some point.

My goal has been to make finite water that slowly drains when spreading but can stay stable in a small lake or pool. My newest version works with chunks that keep track of stable and flowing water, updating the flowing water every few milliseconds and it looks like this:

The sides of the water blocks being visible through other water blocks is a bug while I work out water height based on amount of water in the block.

I'm not sure I like even this newest version so I may have to re do it at some point but for now it works, it collects in pools and flows when given the chance.
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Minggu, 13 Januari 2013

Tutorial Memperkuat Character Game Wartune



Disini kami tidak akan membahas tentang cara bermain Game Wartune buat pemula, tapi disini akan dibahas sedikit tentang cara membuat karakter game Wartune agan kuat.

Sangat banyak cara buat agan'' untuk menjadikan karakter game agan sulit di kalahkan, disini kami akan mencoba membahas dengan terperinci untuk tiga karakter game Wartune. Knight, Archer, dan Mage.

Silahkan melihat-lihat, moga tulisan ini berguna bagi agan'' semua.
Jumat, 11 Januari 2013

New Textures

A friend is now making textures and they look miles better, from a distance it looks good, blocks are easy to identify and up close as well even with just 32x32 textures it looks great.


I am now working on water an other non solid simulations, so far they render and fall and stack but never spread.
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Senin, 07 Januari 2013

Texture atlas and textures

I caved and added textures because the vertex colored blocks had no visible edges when another block of the same color was underneath it, even shadows only helped on two sides. Also, I added shadows while I was at it, these can be toned down in the quality settings but they look damn good.

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Kamis, 03 Januari 2013

Block Colours

I've started adding vertex colors to the blocks, this is actually the first time I'm differentiating between block types which is exciting, also it shows the terrain generation a lot better along with it's flaws. I think I'll be sticking to these block colors for the time being as mobile platforms won't be able to show the textures anyway.


And in first person:

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Terrain Generation

I've started using Perlin noise instead of a height map to generate the terrain to have infinite generation and be able to generate caves and caverns as well as the surface of the terrain. The results have been encouraging but there's still a lot to be done to ensure that it creates a realistic surface with mountains and plains and other natural elements such as rivers and lakes.

First thing I generated was some rolling hills with a 2d Perlin noise function, looks good but too boring for gameplay.

Then I generated some 3d noise which made this alien landscape.

I modified the 3d noise function to create a slightly more realistic terrain, here by changing the thresholds for what makes a solid block dependent on elevation so that the lower levels are almost solid with more caves on the way up to the surface, then the surface gives way to mountains and floating islands. It's not realistic enough but if I hadn't used a linear change it might have worked better. 


Lastly: Layers upon layers of 2d Perlin noise generated terrain on top of each other, this is how I plan to make realistic terrain. Starting with a mountain layer I got tall mountains and large valleys, then I placed a layer of stone starting from the bottom replacing all air blocks in the way up to around 30 meters, then a layer of dirt replacing air up to 34 meters and lastly adding a layer of dirt on top of everything with a between 0 and 4 blocks deep to put dirt on the mountains and add some more noise to the surface.


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Rabu, 02 Januari 2013

Kingdom of Dwarves

Working on a voxel based game in Unity where you build a kingdom with your group of dwarves. I have rendering of voxels in chunks of 16x16x16 cubes that can be updated independently and I'm working on a texture atlas based on block values and an alternative where blocks are just colored rather than textured for better performance on low end computers and mobile devices.

First test: a heightmap generated chunk

Second: larger heightmap based level with one layer of chunks

Finally: large terrain map with mountains



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Minggu, 30 Desember 2012

Happy New Year and all the Best for 2013







Another year comes to a close and a lot has happened on this blog and off-line. It's been a good year in some respects, an interesting one in others and definitely one I won't forget. 

I didn't write as much as I wanted and I am not sure I will make up for in the new year - but I will try. I am still toying with the idea of putting my ramblings to print and giving you an offline version to work with. 

I wish you all the best for the new year. Keep on creating games and art - but most of all have fun whatever you do! 
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Sabtu, 15 Desember 2012

Digital Audio Signal Analysis

This latest update isn't about the stealth game but about an assignment that's nearing completion, one part of it is a music based game like Guitar Hero or RockBand, simple music, hit the keys in time with the notes on the screen. Originally we planned to write tedious code with the timing for each note in each song but nearing the due date I've written a script for audio spectrum analysis to recognize notes in the music. I have no experience in digital audio signal interpretation though so I've just been working my way forward learning as I go from trial and error but I have a working version now and some cool looking charts to go with it.

Amplitude time graph:

Amplitude time graph to the music we're using in the game:

Spectrum time graph:

Through trial and error I've come up with three options for beat recognition; simple amplitude check where any sound above a certain amplitude is counted, second I have a sudden start test that checks for sudden increases in amplitude and lastly I have a sudden stop test for sudden stops in amplitude. Almost everything is changeable as it plays, things like the cooldown before it checks for a new beat, sensitivity of each test and how far forward or back the sudden stop and start checks test for increase or decrease from.

The implementation isn't far from done now all that's left is converting the beats into arrows that scroll to the bottom of the screen in time with the song and letting the player input their presses.
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