Reply here with what you'll be working on
I started working on a tool this week, and when I saw your post I figured I might as well submit it to this jam for extra motivation :). I ported over an Entity/Component framework for LibGDX I wrote during LD to my utils library, and I'm now adding a editor to this. The goal is to make something Unity-like, where you can edit abritrary field of the game objects. I'll try to make is as user friendly as possible, so that maybe other people start using my library.
I think I'm going to put together a DLL library for mathematics calculations that I tend to use or see others use in game development. Things like linear functions (the whole idea was over the fact that I had to go and look up the slope point form... again), parabolas (the aiming a ball in an arc problem), the quadratic formula, and other such problems. My main goal is to make something accessible over multiple languages and engines, mostly. I'm still gathering a list of all the problems I want to add.
I managed to get this working
https://gfycat.com/SnoopyUltimateDarklingbeetle
A Unity script that allows you to record your game, then as soon as you're done throws the whole clip into VirtualDub in which you can export
Hey all. I don't have much experience working with Unity but I do have a library (Github) I want to cleanup and upload. Basically it makes the process of creating UI components easier and xml driven. I did this so I could create my developer art UI and the artist could provide better graphics with minimal effort.
I also have a spine content processor that takes care of bringing in all the necessary assets. I will be converting these projects to universal libraries and uploading them this week. Hopefully it will be of use for someone in the community.
I'm building an isosurface/signed-distance-field modeler. Greatly inspired by Destiny's "MashUp" tool and Spore's creature creator.
Aside from traditional isosurface shapes, I'm also including spinal/caudal (like Spore's spines or zBrush's zSpheres), and generating SDFs for polygon meshes (also loading any bones that may be present). The main point of the tool being creating (or loading) pieces and creating rigged characters/creatures quickly. Loaded polygon meshes can be applied AFTER the initial contouring is complete through CSG (or just used explicitly as is) to enforce the use of the exact mesh.
Hopefully I'll manage to come up with time to implement projection sculpting and painting. With the majority of the contouring and surface generation already done I've just been putzing on getting around to doing the GUI and binding all the C++ to C#.
In the end my checklist resembles:
I'm working on a program that captures footage from OpenGL/Direct3D/Vulkan games: https://github.com/itchio/capsule
It's really interesting to work on!
Anyway, still lots to do, everything is open-source as usual (Github repo), help is welcome if you know your way around C++/CMake :)
BONUS:
Nevermind, I got it! 👍 pic.twitter.com/4NWG5MwJpf
— amos (@fasterthanlime) May 17, 2016
Hello pixels! pic.twitter.com/USKk4DmSaY
— amos (@fasterthanlime) May 17, 2016
I'm using this as an excuse to make a physics engine. I started it a couple months ago, and got a little done, but stopped after a couple weeks.Its open source: Github. It will not have any really fancy features, but I'm planning a solid little engine. :D Heres a quick update video of this weeks progress: Youtube
Thanks for hosting this jam.
I haven't planned but yesterday spend all day learning JavaFX to make a word generator (that's already uploaded) and I've also started a music generator, but there I have a lot to learn regarding midi. I have drum beat generation already in place though. We'll see if I manage to finish that before the jam ends :)
entered two tools I've got:
Wave2, which is a full audio editor and sequencer based on the old Fairlight CMI machines
Rameses, which is a full 3d editor for low polygon work. it only exports to it's own format as it is an internal tool. but has loads of 3d functions, plants, particles, texture, voxels etc.
I've got an open source template that I use to start any game jam project on Unity. It's a project filled with whatever-tool-I-needed-at-the-time, so I could probably split bits and pieces of it to individual packages.
bitbucket.org/OmiyaGames/template-unity-project
Edit: and I really need to add documentation to these tools, as they're dreadfully lacking.
I made a simple rotoscoping tool just for me few month ago. It only was a palette, a pen and an eraser on a transparent canvas (so you can draw what you see behind your window. I use it for the last ludum dare and found that it was not bad...
But my tool was simple and lot options were missing (to save a drawing I made screenshots!). So I improve it.
I start one or two weeks before the toolbox jam, but it made me very motivated! Thanks guys!
I had written a Blender script to export data about objects in the scene: https://jhocking.itch.io/dropper-for-blender
Essentially it's a simple level editor. It writes out JSON or XML with the names, positions, etc.
As the description explains, I had first written a Blender script to do this years ago, but Blender's API changed soon after and that script no longer works. Ever since I've been meaning to re-write the script in the new API, and this toolbox jam finally gave me a reason to do it!