What are you working on?

A638aa42130293f319eda7fa4ba121f4
0
fireside 141 Apr 26, 2013 at 04:06

Things are slow around here and we haven’t done one of these for a while, so what are you working on? I’m currently playing around with a html5 engine and a little platformer that uses box2d. This is a screenshot, not much to show. I’ve also been practising every day drawing with my Wacom tablet, which is really a lot of fun.

platformer.jpg

16 Replies

Please log in or register to post a reply.

B5262118b588a5a420230bfbef4a2cdf
0
Stainless 151 Apr 26, 2013 at 08:06

I’ve get Peggle underway, but it’s a port from xbox and has been dropped by EA so that’s a slow burner.

And Zuma’s Revenge, though the resource management was broken in the original code and EA have sacked all the coders so I don’t know if that is going to be completed

I also have Speedball 2 brutal deluxe in QA.

A demo game for our new remote technology

And my own space opera

I don’t sleep a lot

A638aa42130293f319eda7fa4ba121f4
0
fireside 141 Apr 26, 2013 at 11:57

Yeah, I saw EA had laid off a lot of workers in the casual end of the spectrum. I’ve played Peggle and Zuma’s revenge a little bit. Interesting games. EA was trying to expand into that market and I don’t think it worked out. The trouble with casual is that you either get addicted, or you just play it a little bit and forget about it, so there is only a small profit margin because the games are cheap to start off with. I think they bought Popcap to get those titles, but they haven’t really done anything recently. I think Zynga is doing terrible lately also because they can’t come up with a winner and their old games are getting stale. That’s kind of why story games are actually the safer bet and always will be. With a story, it’s a lot easier to give players something that feels different and it has a time expiration built in, the end of the story.

46407cc1bdfbd2db4f6e8876d74f990a
0
Kenneth_Gorking 101 Apr 27, 2013 at 13:14

I’m currently working on some fluids for Box2D, which is coming along nicely, albeit slowly.
uXQFRZ7.png
BWzPpuE.png

I have also been messing around with the source for Homeworld, and managed to get it to compile. I then switched the render to only use OpenGL, and added stereoscopic support, which is kinda neat :)

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 Apr 27, 2013 at 13:50

I’m usually working 80%-95% of time I’m awake, but the only gamedev-related thing I currently work on is my html5 shooter - Space Toads, which I got back to yesterday after weeks of being parked (damn this code is a mess! :))

It’s not really work, just for fun pretty much, I do plan to make it as awesome as if I was paid top quid for this though. This very moment I’m digging colour, minimalism, typography and this sort of designy stuff, have a lot of catching up to do in these areas. Since the game uses web tech, I want it to launch from a website (obviously :)) in a very cool way.

space-toads-site.png

The big, arcade-style “Play” button, including all it’s shadow animations, etc. is pure css - no images, no js for this (although the font is served via Typekit).

Fe8a5d0ee91f9db7f5b82b8fd4a4e1e6
0
JarkkoL 102 Apr 27, 2013 at 14:11

In my spare time I’m currently working on a data driven effect system for Spin-X, where you can define effect templates in XML.These XML templates define effect parameters (textures, colors & other constants), render & sampler states, mapping of these parameters to shaders and which shaders are used in which render pass & for which vertex declaration. This is abit like FX files but more flexible. Currently all state setup for rendering is done in C++ in Spin-X, so the idea is to have flexible enough system that majority of this boilerplate code could be defined in XML instead and thus be technical artist accessible as well. This system is also potentially more efficient than the current C++ setup code as well since it can take advantage of continuous register usage due to its data driven nature. The effect system can then be used for defining materials, post effects, etc. The system is working otherwise, but I need to implement a simple expression evaluator to feed shader constant data from effect parameters (e.g. evaluate simple expressions like “color*brightness”) and have support for some functions (e.g. “degamma(color)*brightness”).

edit: Finally got it running \o/

Cheers, Jarkko

A638aa42130293f319eda7fa4ba121f4
0
fireside 141 Apr 27, 2013 at 15:44

Interesting projects you guys. That fluid thing looks pretty cool Ken. Glad Space Toads is still being worked on. Pretty fun game. If I was more of a coder, I’d offer to help Jarkko, but I’m kind of barely competent in that area, especially when it comes to c++. If you need some 2d or 3d art and you aren’t overly particular, I might could contribute something.

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 Apr 28, 2013 at 15:26

I am quite particular normally, struggling with the logo at the moment. Should be something that “just feels right” (doesn’t get any more particular than that, does it?:), needs to be simple but cool. In fact, this font I’m using in place of a logo would just about do.. other than I can’t just use a font available to everyone as a logo.

Oh well, got plenty more stuff to get on with for now anyway

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 Apr 28, 2013 at 16:50

Btw, anyone ever heard of anything like Nintendo or Konami granting someone rights to legally use some 26 year old music of theirs (from an 8bit game) for FREE?

Are chances like 0% or more like 0.00000001%? :)

Fe8a5d0ee91f9db7f5b82b8fd4a4e1e6
0
JarkkoL 102 Apr 28, 2013 at 17:27

Seems like I have now a side project to the data driven effect system: generic expression parser. As the result of some research on the topic it seems that the common way to implement this is to convert infix notation to more evaluation friendly Reverse Polish Notation using Shunting-yard algorithm.

B5262118b588a5a420230bfbef4a2cdf
0
Stainless 151 Apr 28, 2013 at 17:28

I wrote a Gameboy emulator a while back and tried to licence it through Nintendo.

I was mobbed with lawyers within 48 hours. Even had to copy all the source code onto a cd , erase the original, and snap the cd in half.

I wouldn’t even ask them. Just give up now.

Delete the posting on this website, change your name, get a fake ID, emigrate to a none extradition country and start praying.

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 Apr 28, 2013 at 18:40

@Stainless

I wrote a Gameboy emulator a while back and tried to licence it through Nintendo.

I was mobbed with lawyers within 48 hours. Even had to copy all the source code onto a cd , erase the original, and snap the cd in half.

I wouldn’t even ask them. Just give up now.

Delete the posting on this website, change your name, get a fake ID, emigrate to a none extradition country and start praying.

Ok, this answers my question then:)

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 May 05, 2013 at 16:13

Working on some visuals for Space Toads, got a bit of an arty-dilemma though I need some help with

I’m gonna post 4 images, or should I rather say the very same image with different filters applied. Looking for opinions which one looks best

Here they are:

IMAGE 1

common\_toad\_faded\_aqua\_flat.png

IMAGE 2

common\_toad\_faded\_pixels\_flat.png

IMAGE 3

common\_toad\_faded\_sea\_waves\_flat.png

IMAGE 4

common\_toad\_faded\_sponge\_flat.png

If you can articulate why that’d be a bonus, but a simple ‘this one just looks best’ would do:)

A638aa42130293f319eda7fa4ba121f4
0
fireside 141 May 05, 2013 at 19:26

Image 1 and 4 look the best to me. I prefer subtle.

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 May 06, 2013 at 12:27

I thought so, I’m leaning towards number 1 right now

B20d81438814b6ba7da7ff8eb502d039
0
Vilem_Otte 117 May 06, 2013 at 17:53

I’m working on 2 projects right now, the first one is real time path tracer (working with both, OpenCL and CUDA). I don’t have sponza or sibenik here on notebook and neither some good GPU - so I can supply just 512x384 image with 16spp (took few seconds), on Radeon 5470… here you go:
lftl4.jpg

The second project is the game (on our own game engine) we’re working on, here are two images from area lights test (again on bad notebook GPU, giving out quite bad fps, and without any antialiasing, nor hardware tessellation):
1195kbo.jpg

2n8sdvb.jpg

Ffe16f497018b21d87cf101c9c49cfe0
0
touch_the_sky 103 May 07, 2013 at 14:56

Cool,

The second game could be some sort of a horror I suppose, I mean I would definitely jump if I was playing and Windows XP wallpaper creeped out on me from a dark corridor, screaming the error sound with a massive echo:)