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BlonderDan

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A member registered Apr 29, 2022 · View creator page →

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okay this is so good LMFAO.

it carries the spirit of the OG FNAFB games.

although IDK WTF was the environment and what were we doing exactly as Edwin, but hey that's the absurdness of it.

also the whole section of the porn dimension and the pornographic material bossfight is funny AF

i wouldn't say it is a better voxel engine, this is my first ever voxel engine too and my god i underestimated how much difficult making a voxel engine would be, it is because of this that i learned multithreading and i also realized that for voxel engines it is much MUCH better to use a ChunkProvider approach to manage chunks instead of whatever the hell i had before

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i plan to recreate Minecraft Java 1 to 1 in C++ (AKA, what Bedrock Edition SHOULD have been), and follow a similar historical progression but instead starting from late infdev and reaching an infdev 2010-06-30 (the last one) equivalent, and then going from Alpha 1.0 to Alpha 1.2.6 and then going from a Beta 1.0 equivalent to a Beta 1.8.1 and all the way until release 1.8 (that is where i will stop)...

all while implementing QoL features like LODs and many optimizations (like very VERY heavy multithreading, and even a future Vulkan transition too for extra optimization), also preserving all the different terrain generations and letting people choose instead of just limiting to the latest one, and who knows maybe i could have either a branch of the game for cubic chunks too.


edit: so yeah this is my long term plan, but this MC clone is just one project of many others of mine that i am making simultaneously, so yeah, no rush, slow but sure progress, which is also why the code is open source too

okay as for my MC clone:

how i achieve kilometers of render distance: you know the chunks are stored in a hashmap for the chunks with their chunk coords etc... so think of that but instead we get 5 of them.

basically the LODs are just separate grids of chunks, and chunks also know what LOD level they are so when rendered their LOD is also taken into account, so LOD0 chunks are rendered in LOD0 chunk coords, while LOD1 chunks are rendered in LOD1 chunk coords, and so on until LOD4.

and each LOD is 2x2 its previous level, so LOD1 is 2x2 LOD0 space, LOD2 is 2x2 LOD1 space, and so on, until LOD4 where it takes the 16x16 LOD0 space.

also each LOD level has the same 16x128x16 (to be faithful to Alpha) voxel data, and they are all meshed the same, the only difference is when generating LOD chunks the terrain generator itself skips the worldX and worldY and worldZ by the LOD factor.


and so basically instead of just one grid of chunks, i have 5 grids of chunks all stacked on top of each other and each using the chunk coords for their own LOD level..


and if you wanna calculate the render distance, basically take the length of LOD4 chunk and multiply it by the render distance, so LOD4 chunks have the length and width of 256 blocks, and on 16 chunks render distance radius, it ends up as 16x256 = 4096 blocks of render distance

i specifically wanna ask questions on the project.

how does your chunk system works? and also how much multithreaded it is?

also is it cubic chunks or not? like it does seem like a cubic chunks due to the amount of chunks but also it doesn't extend infinitely down, its as if it is cubic chunks but artificially limited upwards and downwards to still have a height limit...


interesting

nice block game MC clone voxel engine, im also making one too, so seeing other ones too is always so fun

also unrelated but what do you think about the far lands and the fact we are able to anticipate the far lands from multiple kilometers away too, that's what really excited me the most about making an LOD based Minecraft alpha/infdev, and later when i will add the terrain of Alpha (this is from infdev 2010-03-27) we will both be able to see the far lands from kilometers away and also the monoliths from kilometers away

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yeah, this is because SDL2 is such a pain library to use, i knew i regret choosing it i should've just used GLFW instead.

calculating delta time in SDL2 is bad, like you see how inaccurate the delta time displays in the debug menu.


i used SDL2 cause i wanted to "try out new libraries"... i regret it, i will switch to GLFW for this project and everything should stabilize.


in GLFW it is much easier to calculate deltaTime and it is much more stable, i will rewrite the game to be in GLFW, and at some point i will rewrite the game to use Vulkan too (or do something similar to my polygonal game engine and run both OpenGL and Vulkan)


edit: GLFW will also help very much with Vulkan it is so much good with Vulkan too

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looks kinda cool... that is looking by the trailer at least, i will give it a shot

edit: i played it and for the early state that it is its not bad at all, the demo was uploaded 3 months ago and it says combat prototype 0 so i assume its the first ever build and so for an early state of a project its not bad and although it does have quite some bugs its still good... like its not that polished or anything but it does have quite the amount of moves and abilites so that's really good

as someone who loves Hack & Slash games and also developing my own Hack & Slash game, i think this has potential and if you want this to be a fully fledged game (which so far with how the game is focused on magical girls and actually has a story it seems to be the case) then good luck with that (and also the amount of R34 on the main character is going to be insane lol)

ok so i've seen that this project had quite a bit of downloads yet still has no comments

if any1 wants to comment to give feedback feel free to do so

for the desktop version where is the location of the save file and is it editable?

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no, idk how do i do that

edit: NVM i did it

help im stuck at 92% i've already beaten 4/20 and also did the 1987 night and also 6969, what more is there?

אהבתי את הרעיון אבל לשלוט בדמות זה כזה קשה ולא טבעי

in the future i might remake this game from the framework of my newer Chicken Invaders Fangame Chicken Invaders 420 If You're Israeli Prepare To Get Mad

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"-This may be a small thing for others but terms of animating, I personally love wind-down animations. "

yeah i actually added a subtle winddown for the arial fists animations and it looks way more natural like that, especially when im not using a juggle system but instead setting the movement mode to flying so until the time it takes to cancel the arial movement the winddown for the fists happens and it looks pretty good, later i will also add more winddowns for other animations as well

i've also seen this done in the sword animation pack by 9CG which i bought and used on a side project of mine (a FNAF hack and slash... weird i know), so yeah when its time to polish my game i will certainly do it its very good


"-Camera is important, depending on the type of feel you want in your game. If you want it to be actiony and up close and personal, you need your camera to move a lot. That means things like camera lag where the camera is a bit slow to follow the character"

i've already done that, i've also added camera rotation lag so it would feel more like a hack & slash game

and thx for the advice some solid advice

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huh interesting, so i was checking out build 1.0 and it looks like a playground with assets laid around but honestly its kinda fun

also do you have any tips for me im also making a fast paced Hack & Slash game and im not using any marketplace assets and all im doing everything by myself and thats for animating and VFX and so i do wanna focus on gameplay first before polishing the VFX and animations, do you got any tips for me on that front? like i have been struggling with finding the right flipbook textures for particles and stuff like that, and as for animations i figured out that randomizing the keyframes a bit (im literally keyframing inside Unreal, not doing it in blender or any other animating software) can make an animation look wayy better and feel way more realistic

do you got some more tips for me on the polishing side of things?

NICE!!! i always wanted to make PS2-like games cuz i love PS2 graphics, although i do wanna make my own engine with C++ and OpenGL, this is a good start to get a taste of the graphics

btw i've been experimenting with OpenGL and i wanted to make a game engine without editor and i wanted to add model importing using assimp but for the love of me i couldn't get it to link with my project, do you have any advice to help me or maybe a suggestion for a different library for model importing?

is this gay engine good for PS2 graphics? like is the lighting being calculated in the vertex shader like in the 6th gen days?

also feel free to check out my other projects

progress on this is going to be slow, cuz its a side project and im developing it alongside my main game Survive and Slash

ok HOW MUCH HEALTH DOES DICK CLARCKS HAVE, and why every time he does the eggs spam there is literally no space to go between the attacks, i can't get past wave 2

nice, what libraries did you use for collision, and also model importing? i have been experimenting with OpenGL and i also wanna make a game engine, and i looked up learnopengl.com for the model importing but for the love of me i can't link the goddamn ASSimp library to my project i always get some compiler errors

also is it like a game engine with an editor or no editor and its all code, and like you add some ImGUI GUI for debugging and then remove it later?

University project? did you study game design at Uni?

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no way you used a game engine like Unity or Unreal, 1 milion percent you programmed this game yourself, also what API did you use if so? OpenGL or DirectX or perhaps Vulkan?


Edit: also WTF

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if any1 wants to see updates on this project or my other projects follow me on twitter (or X as they like to call it) https://twitter.com/ShnitzelsEver

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nah i doubt it, the author isn't the same at all, might be one of the devs in the team decided to make a seperate game on his own, that might be it, tho Fap Nigts at Frennie's is made by "Fatal Fire Studio" which i guess are more than one person, they even have credited whoever made the character designs which further proves that Fap Nights is made by a team and not a single person like me or anything

which might suggests that either someone from the team decided to work on a seperate project, or this is some random dude who extracted the models from Faps (cuz Faps is made in Unity and like Unreal i assume Unity games' Assets can also be extracted from the game) and used it for the renders (cuz this game is also made in gamemaker, a 2D game engine, not a 3D one like Unreal Engine)

bruh what the F*** is this shit lol hahaha

why does this game use the models from Fap Nights at Frennie's?

man the arcade mode is very difficult

hey man just a question, could you add Hebrew translation? (assuming Unity supports it) i can help you with it i speak Hebrew