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[OPEN THREAD] WIP Screenshot and Video Hype Y'all

#121 User is offline   Graham 

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Posted 04 May 2015 - 02:00 AM

View PostOtto Germain, on 03 May 2015 - 02:18 PM, said:

Sorry for the radio silence, lately...

This RPG is still a thing I'm working on:
Posted Image

Damn, I love your art style.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#122 User is offline   Otto Germain 

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Posted 19 May 2015 - 09:06 PM

Experimenting with the map editor thing I coded for this project. I'll still be placing some details "manually", but, this will make building the terrain infinitely easier.

I was originally going to randomize the maps to give it more of a roguelike quality, but, I think I'm going to reserve that for the dungeons. There will be other elements that are randomized game to game, as well.

Attached Image: mapeditorwip.png
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#123 User is offline   T-Bone 

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Posted 25 May 2015 - 01:36 AM

Poking around with something very old.

Attached thumbnail(s)

  • Attached Image: rr.jpg

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#124 User is offline   Otto Germain 

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Posted 01 June 2015 - 08:05 PM

And further experimentation with Mode 1 for this RPG project:
Storage Bay Alpha has been converted into a human settlement, known as Alphaville.

Attached Image: alphaville.png



And a quick mockup for Depot Dungeons v2:

Attached Image: DDmockup.png

This post has been edited by Otto Germain: 01 June 2015 - 11:16 PM

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#125 User is offline   Dr Lancer-X 

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Posted 08 June 2015 - 03:47 AM

aaa (dfao)
Posted Image

(It runs perfectly fine, no frame dropping - however, spawning all the walls takes ue4 way too long)
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#126 User is offline   Dr Lancer-X 

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Posted 26 June 2015 - 07:20 AM

was playing around with Sculptris and Blender- I figured I might be able to use a workflow like this to create monsters or something - it would sort of be along the lines of the monsters I've drawn in my MZX games (like Taoyarin) - just indistinct creatures that would hopefully acquire some character and be potentially unsettling or horrifying. So I started with a sphere in Sculptris, dragged some stuff around and got a vague shape up, then loaded it into Blender and created an armature (just threw in a mess of bones where I thought they could go), meshed it with the model and added inverse kinematics. I figured I might be able to create some kind of shambling horror that would serve as an enemy.

Unfortunately I succeeded.

Posted Image


In all seriousness, I think this approach could definitely work if I actually take the time to learn how to use these tools properly (particularly bone weighting and IK, since I basically just kept the default settings even though quite a bit of control is possible. I also think some of the faces are getting turned inside out somewhere in the Sculptris->Blender->UE4 workflow, and that's probably not helping much)
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#127 User is offline   Graham 

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Posted 26 June 2015 - 02:19 PM

It's definitely unsettling. An amorphous blob you would want to steer clear of. Has a horror vibe to it
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#128 User is offline   CJA 

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Posted 04 July 2015 - 02:17 AM

hmm

Attached thumbnail(s)

  • Attached Image: screen8.png

Need a dispenser here.
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#129 User is offline   Dr Lancer-X 

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Posted 04 July 2015 - 02:48 AM

View PostCJA, on 04 July 2015 - 12:17 PM, said:

hmm

is this bombin' dude 2?!?!?!?!!!?!!

i poured way too much time into that first game.
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<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#130 User is offline   CJA 

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Posted 06 July 2015 - 09:14 PM

yes. it is sad that i can't char edit anymore, so i am adding more cool stuff and trying to balance the game from bottom to top instead...

here's plasma pike v2 with a perk that lets you shishkebab multiple enemies for massive damage

Attached thumbnail(s)

  • Attached Image: screen11.png

Need a dispenser here.
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#131 User is offline   T-Bone 

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Posted 13 August 2015 - 03:44 AM

Poking at something old i haven't touched in a couple years.

I've spent years working on the battle system for this game and it never did feel the way I had originally intended to. If you have ever played Heroes of Might and Magic. It was basically exactly like that. Where it was turned based and you move your sprites closer to the enemy in a battle field. However the way it plays out in MegaZeux felt more like chess. While that may not be a bad thing, it just didn't have that organic feel that I was trying to achieve. So I may actually make the battle system similar to old style RPG's. Where each creature doesn't move but they can attack, defend and use skills.

Attached Image: hereos.jpg

This post has been edited by T-Bone: 13 August 2015 - 06:28 AM

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#132 User is offline   Otto Germain 

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Posted 25 August 2015 - 10:54 PM

Why I've been such a hermit lately:

https://youtu.be/AvRkE43wu9I

Some screenshots from the early demo:

Posted Image
Posted Image
Posted Image

EDIT: reuploaded video with much better framerate... Thanks to Graham Peet for capturing this gameplay!

This post has been edited by Otto Germain: 10 September 2015 - 07:40 PM

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#133 User is offline   Dr Lancer-X 

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Posted 27 August 2015 - 10:58 AM

That is looking really awesome. Nice work.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#134 User is offline   KKairos 

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Posted 29 August 2015 - 05:02 PM

Yes, yes it is.
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#135 User is offline   Graham 

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Posted 29 August 2015 - 06:10 PM

View PostOtto Germain, on 25 August 2015 - 02:54 PM, said:

EDIT: reuploaded video with much better framerate... Thanks to Graham Peet for capturing this gameplay!

I was happy to help and very excited to see where this game is going.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#136 User is offline   Otto Germain 

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Posted 16 September 2015 - 06:58 PM

Posted Image

Playable demo coming Oct 1st if all goes well!

And it has been going well. Oh yes.
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#137 User is offline   Dr Lancer-X 

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Posted 16 September 2015 - 11:33 PM

Looks very nice. I'm looking forward to this.

I really need to get back to work on my game-- just been ridiculously busy lately.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#138 User is offline   Otto Germain 

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Posted 18 September 2015 - 01:36 AM

View PostLancer-X, on 17 September 2015 - 12:33 AM, said:

Looks very nice. I'm looking forward to this.

I really need to get back to work on my game-- just been ridiculously busy lately.


I know what you mean, my MZX projects have been completely sidelined by Puzzle Depot. I'd like to get back to them, but it's just gonna have to wait for now.

Well make sure you post something here when you get back to it :]
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#139 User is offline   Kuddy 

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Posted 08 October 2015 - 08:15 PM

For anyone who doesn't follow Ottbot on Twitter, he released a preliminary demo for PuzzleDepot yesterday. You can grab it here:

https://twitter.com/...857476363522048
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bollocks
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#140 User is offline   Graham 

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Posted 09 October 2015 - 10:41 PM

View PostKuddy, on 08 October 2015 - 12:15 PM, said:

For anyone who doesn't follow Ottbot on Twitter, he released a preliminary demo for PuzzleDepot yesterday. You can grab it here:

https://twitter.com/...857476363522048

That's awesome! I just retweeted it.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#141 User is offline   Otto Germain 

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Posted 12 October 2015 - 03:47 AM

Thanks, guys! I totally forgot to post that here and was just about to!
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#142 User is offline   ThDPro 

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Posted 14 October 2015 - 10:41 PM

I am doing it again.
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#143 User is offline   Otto Germain 

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Posted 19 October 2015 - 11:41 PM

Official Puzzle Depot trailer!

https://youtu.be/N3-mEWt_V7E

Posted Image

KICKSTARTER LAUNCHES Oct 22nd! Get hyped!
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#144 User is offline   Exophase 

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Posted 20 October 2015 - 03:33 PM

Looks great Otto. I'll pledge if there's a Linux version. This all reminds me that I still need to play Depot Dungeons.
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

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#145 User is offline   Wervyn 

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Posted 20 October 2015 - 06:51 PM

I'm looking forward to supporting this Otto. Just got around to playing the demo last night and it looks great. Some notes:
  • Trend Micro seems to think your demo executable is ransomware. You're lucky I trust you so much.
  • Demo seems to have a pretty serious memory leak somewhere, after a few restarts and completions I get an Out of Memory popup and a hard crash.
  • Not sure how I feel about this crumbling floor mechanic versus Depot Dungeons, since it violates the discrete nature of the move. On the other hand, I like being able to corner a roach onto a pit trap and have that work, and being able to push a box over one before getting blocked off. Could this be sensibly modified to have the floor collapse two turns after something moves onto it?
  • While I'm thinking about that, will there be a command to stand still for a move? Nothing in the demo requires this but it's a valid puzzle mechanic.


Also I only just managed to hit 1050 moves on my efficiency run (literally that was exactly my final move count). It's likely I missed some opportunities to shave moves but I took advantage of a lot of optimization, like kicking boxes the last block when I was heading the other way, ending at one HP by saccing damage to obstacles that I would otherwise skirt, etc. I'm wondering if I missed an important shortcut somewhere. I took the one through the poison pool that skips two rooms, and saved a lot of moves not going over the top in the room where you get the crowbar, but I was still surprised at how exact I ended up being.

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#146 User is offline   Dr Lancer-X 

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Posted 09 January 2016 - 12:31 AM

Attached Image: nn1.jpgAttached Image: nncascade.jpg

Image on the left was produced by a standard feedforward neural network. Image on the right was produced through a cascade-trained neural network. (there's some errors in the one on the left- sadly I forgot to output the net so I can't reproduce it). Both used the same training set.

Not really a practical application here, these are just fun to play with. Pretty much the plasma effect of the modern day.
Posted Image
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#147 User is offline   Galladin 

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Posted 15 February 2016 - 01:41 PM

Attached Image: screen10.png
Attached Image: screen13.png

Found some old MZX stuff... :(
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#148 User is offline   hayashi 

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Posted 23 February 2016 - 12:38 AM

View PostGalladin, on 15 February 2016 - 01:41 PM, said:

Attachment screen10.png
Attachment screen13.png

Found some old MZX stuff... Posted Image


Christ on a stick I forgot MZX could look that good. What vintage?
I appear to still be here. Wat
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#149 User is offline   T-Bone 

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Posted 23 February 2016 - 06:18 AM

Galladin, you've mastered the art of pixels.
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#150 User is offline   Galladin 

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Posted 23 February 2016 - 01:29 PM

View Posthayashi, on 23 February 2016 - 02:38 AM, said:

Christ on a stick I forgot MZX could look that good. What vintage?


2011 I believe. Gosh, time does fly. Recently I've been contemplating the idea of playing around with MZX and finishing some of these, but as always I doubt it will ever actually go anywhere. :(
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