Yeah, this sounds like a lot of really nice additions to make Itch's forums well-rounded. Glad to see such a variety of options available, and even for everyone who has a game here (not just "Pro" users or something)! Thank you very much for your work.
Recent community posts
So after quite a few months, there's a new release of BDX, a cross-platform, open-source, 3D, LibGDX-based, Blender-integrated game engine!
This was mostly a bug-fix release, though there were a few good additions, as well. Here's a quick break-down:
- Render-to-texture is now supported.
- GameObjects can now be invisible on select cameras, simply by adding a reference to the GameObject to the camera's "ignoreObjects" list. This, when combined with render-to-texture support, allows for some nice shader effects.
- Texture loading and texture switching on Materials is now supported.
- A new Mesh class has been added, allowing you to easily alter vertex information for GameObjects' meshes.
- Fog / mist is now fully supported.
- Support for a Viewport has been added to allow you to tweak how your game scales onscreen.
- Many bug-fixes, and other tiny added features.
For more detail, see the commit log over on GitHub.
If anyone wants to learn more about the engine, there's a rather good (in my opinion) amount of documentation over on the GitHub, and the General Overview does a good job of explaining the basics of different concepts surrounding the engine.
I'm not quite sure what you mean. "Enable web games"? You mean in the browsing section, or...?
EDIT: OK, you mean when you browse web games, they all say "Play In Browser". I dunno, I mean, the web game and the full game are different projects, I guess? Maybe there's a way to unlist the web demo of the game from the web section, and have a link to it in the full game page?
Install the add-on? You go to the add-ons section in Blender's User Preferences and press the Install Add-on button on the bottom-left. Then you give it the add-on zip you downloaded. Check the Github page for clear, precise instructions.
I used to use the BGE as my main tool for years as well, but it had some issues that I wasn't satisfied with. I'm not sure of the current state of the BGE at the moment, so I can't say for sure how it is anymore. My main problem was with crashes on a system, and being unable to debug it (because the codebase is a bit large, to say the least, haha). Maybe the issue was the user didn't have the windows C++ redistributable.
In any case, I would recommend that you test on a variety of different users' machines to ensure that the game runs smoothly.
Anyway, keep it up!
Here's a concise change-log for this latest release:
- Saving the meshes from Blender has been optimized, which can make the starting process a ton faster.
- Rendering to a depth texture for depth-based 2D screen shaders is now possible.
- Additional built-in screen shaders include: Outline, Invert, and Depth-Of-Field shaders.
- You can now color, tint, and otherwise alter individual materials on a GameObject.
- Camera functions have been added to allow for view changes (i.e. changing the viewport width of the camera view).
- Various bug-fixes.
Anyway, thanks for reading!
I don't know about "Controller Companion", but if you want similar functionality in other programs, you could also try FreePIE. Here's a starter script to get you going, in case you use it:
index = 0 # Joystick index dz = 100 # Deadzone ### CONTROLLER BINDINGS snes_left = joystick[index].x < -dz snes_right = joystick[index].x > dz snes_up = joystick[index].y < -dz snes_down = joystick[index].y > dz snes_a = joystick[index].getDown(1) snes_b = joystick[index].getDown(2) snes_x = joystick[index].getDown(0) snes_y = joystick[index].getDown(3) snes_l = joystick[index].getDown(4) snes_r = joystick[index].getDown(5) snes_start = joystick[index].getDown(9) snes_select = joystick[index].getDown(8) ### KEYBORD BINDINGS keyboard.setKey(Key.LeftArrow, snes_left) keyboard.setKey(Key.RightArrow, snes_right) keyboard.setKey(Key.UpArrow, snes_up) keyboard.setKey(Key.DownArrow, snes_down) keyboard.setKey(Key.X, snes_a) keyboard.setKey(Key.Z, snes_y) keyboard.setKey(Key.LeftShift, snes_b) keyboard.setKey(Key.Escape, snes_select) keyboard.setKey(Key.Return, snes_start)First you'd add or change the existing controller bindings to point to your XBOX controller inputs, and then you'd set the keys as you want in the Keyboard Bindings section.
Another option would be XPadder (pretty easy to use, and there's a free version around), or Pinnacle Game Profiler (though that requires that you buy it).
Ah, wow! I dunno if I've met another BGE user out in the "wild", haha. I used to use the BGE extensively for years, but stopped around last year after I wanted something lighter and simpler, with less surprises (hopefully), and that I could more easily debug myself.
I wanted to just pop in here and let you guys know about an open-source cross-platform 3D game engine that I've been contributing to called BDX.
What Is This?
BDX is a 3D Java-based game engine integrated with Blender and powered by LibGDX. Being that it's integrated with Blender, it runs on Windows, Mac, and Linux. As it runs on LibGDX, it should export to Windows, Mac, Linux, HTML5, Android, and iOS.
Hahaha, OK, But Really, What Is This?
Overall, BDX is a fairly light "engine" that's kind of a bridge between Blender and LibGDX. It provides advanced functionality that's not there under vanilla LibGDX (like per-pixel lighting, components, and input maps), and exports data from Blender to use in the engine. So it kind of turns Blender into a full game engine.
It's just easier to call BDX as a whole an "engine" than explain it all completely, haha.
But Why, Though?
The biggest reason to use BDX is that it's Blender-integrated, which means that you don't need to import or export anything. You push P in Blender's 3D window, and the entire Blender scene gets exported to run. This means that in addition to there being no importing and exporting, Blender can directly serve as your world editor. You place things where you want, and they'll be there when you play the game.
The second is that in this integration is supported lots of built-in features that are available from Blender's GUI itself, like the materials, physics settings, object properties, parenting, and other things. For most of this stuff, we use the settings available under Blender's Game render mode (at the top of the 3D view), though BDX comes with a Blender add-on to add a couple of game-related panels (and perform the heavy stuff behind the scenes).
Another reason is that we have a clean, game-focused API, which makes things like moving, rotating, coloring, tinting, swapping materials or models for, or checking for collisions between GameObjects simple and pain-free. To make things easy, you can either code in Blender's text editor, or set up an IDE to code with (which I'd recommend). BDX can use either one.
We've got documentation over at the Github homepage. The General Overview page lists some of the features alongside some example code for you to see how the various aspects of BDX work. The creator of the engine has video tutorials up (which, by now, might be a bit outdated), and I've started on a set of written tutorials, though they're kinda... Well, they could be improved upon, haha. They just don't really go into making a full game, but rather explain the game development process from the beginning, more-so.
What's It Look Like?
Most of what you'd be looking at is just Blender, but here's some old shots, nonetheless.
Anyway, check it out!
Pretty funny music, haha.
But yeah, I think I'd agree with Travis; it might be that the movement's not being moved "cleanly" across whole pixels; when the renderer draws the object, it does the best it can with the sprite not "on grid", and might draw it "rounded off" to a position, which is different on the next frame. Another way to fix this might be to move it as you like, but snap the drawn position of the sprite to solid intervals of whole pixel steps.
Hey, I read each of your responses, and thanks for the info. Seeing the different approaches to this common problem is very helpful. Also hearing that it's OK to lose interest is good, too. I actually started something else and now also want to go back to working on the original game as well, which is great to see. I guess avoiding burnout is the primary thing, and is important to do, regardless of how you do it (if the game won't get done unless you take a week off every week, then do it if you want to finish it).
Anyway, thanks, again!
Generally, you'd want to take a small portion of the screen for your GIFs so you can make out details and keep file sizes low, I think. If you need to perfectly capture a small gameplay window, you probably should go with OBS to record the window, and then use GIMP to export a GIF from that captured vid.
Hey, there. I've been making games for years, and years, and years, but I've never been good at actually following through and finishing games. It's similarly hard for me to finish a song, but I can do it when I buckle down and put my mind to it. I've postponed / abandoned some great games over the years. So, I'm wondering. How do you stay focused?
- Do you have multiple projects?
- Do you force yourself to finish what you start?
- Do you try to keep interested by building fun, new ideas into your current game?
- Do you lock the size of the game down to help give you a "canvas" to paint in?
- Do you just work until you get bored, and then release what you have?
- Do you eat a lot?
- Do you have a pet, perhaps a hamster named Nibbles, create your game for you? (Note that the hamster could also have another name.)
Sweet, really. Nice, simple graphics; I think you should try to do as much as you can with the animation on the player character to eke out as much personality as you can out of him.
As for the gameplay mechanics, do you adhere to the surface? Is that why you turned to face the purple block?
What I do is to post in-development screenshots and GIFs that show what I'm working on, and how it's going. It works well, but only if you have something to visually share, of course; if it's just something like code, or a console window that shows what a generated map is based off of or something like that, people won't be as interested, understandably.
A lot of promotion is just getting people hyped and eager to play, and getting their feedback and implementing it into your game as you can. Also, though, people won't get as interested if you don't really communicate with them; if you just come off as kind of a robot, then you probably won't make too much progress in making acquaintances. I made a little video showing how people can effectively promote their game and be good social media users, actually. Check it out, if you feel like it.
Oh, hey, I didn't see this on the first page, so maybe it wasn't suggested. @ tags so we can tag specific users in our posts would be nice. For example, in @Mark_G / @archangeltom's previous post, I wasn't notified, and this post won't notify him that I mentioned his name, either.
Well, I guess two things.
1) An icon by their name indicating if they're online (viewing the forum) or not.
2) A list or count of users currently online. I like the simple look and feel of the forums so far, so I wouldn't really sacrifice that for a long list of names, but knowing how active the forums are would be nice for maximizing views and activity.
As another suggestion similar to the one I made previously, it'd be nice to see perhaps who's idling on the forum at any given time. That would be helpful once direct messages are implemented, or perhaps just the ability to post back and forth with people in a more fast-paced manner because you know they're there, too.
Music is an art form as well, so the name can stay "Art"; it doesn't have to change to "Creative", though it's fine if it does as well.
Anyway, +1 from me for an Audio section. I guess SoundCloud links will be able to be embedded correctly with the HTML option, which is nice to have working by default.
I think animation could have a dedicated section apart from 2D or 3D. The principles hold true through whatever medium and however many dimensions you use, right? So, animation could just be in "Art".
Or, it could have a dedicated thread in each section (2D animation and 3D animation), like the pixel art thread does in 2D. Like, there's not really any reason to have a Pixel Art sub-forum instead of the current single thread for it, even though there could be a ton to talk about in regards to pixel art in particular.
Ay ay ay, if you're going to post tools, don't forget Sunvox! The most powerful, cross-platform, free (on almost all platforms), and easy-to-use tracker DAW there is, in my opinion! I've made quite a few tutorial videos over the years using the program, and have made quite a few songs with it as well. Every song on my SoundCloud there was made in Sunvox, and you can hear the quality falling the further back you go in time, haha. That means I and Sunvox are just getting better. :>
It's cool to have tutorials, but I think a single thread would pretty quickly get out of hand and be difficult to browse. Maybe a tutorials section would be good, in each master section (2D Art, 3D Art, Music, etc.)?
That duck picture is really good because it has a nice base as a drawing by itself, beyond it being pixel art.
I think you need to cut down on the dark, dark lines everywhere, light it more consistently and constantly, and clean it all up, and you'd have an excellent piece, really. Nice work!
This is a really cool idea. I thought it was some sort of MMO engine, and I thought that there was no way that you could make it work, but an MMO-simulator of sorts sounds fun. Nice work on it so far - I like the blocky style; just gotta push more variation into it when you can, I think.