Archive for the ‘Uncategorized’ Category
You are me now – Ludum Dare #17
Here is my entry for the 17th Ludum Dare competition!
The theme of the compo was “Islands”.
It is called “You are me now”. You may need to click on the game to give it focus before playing. Hopefully, all instructions are given in-game.
If you get stuck, you may need to backtrack a bit.
(original LD entry) | [...]
In: Uncategorized · Tagged with: 48-hours, competition, flixel, game, islands, LD, ld48, ludum dare
Distant Chimneys
In preparation for next week’s Ludum Dare (#17), I have been working on atmospheric effects. The results are here, in what I call “Distant Chimneys”. There is little in the way of gameplay, but I’m pleased with how the background and ambient effects turned out.
The music was made with Musagi (another Dr. Petter creation), instruments created [...]
In: Uncategorized · Tagged with: ambience, chimneys, dynamic sprites, effect, flixel, game, LD, mood, music, practice, sound, wind
Cherrybrush sketches
Megastructure sketches I drew using Cherrybrush (by the amazing Dr. Petter).
official megastrata hiatus
This project has come further than any other of the previous attempts. Similarly, it has been a fantastic learning experience so far. Unfortunately, a conceptual blockade has emerged for various reasons, among them Sloth and Pride.
However, the idea has been around for years now, and it will reincarnate better than ever. Maybe next time a [...]
In: Uncategorized · Tagged with: announcement, games, hiatus, ld48, ludum dare, Megastrata
Elevated – v1.88
After starting year 2 of physics at TAU, it’s been hard to find time for anything other than schoolwork or zoning out. It’s been more than a month since last code update, and not much has improved. Elevators are now usable, complete with internal colliding surfaces. Most of the development has been trying to fix [...]
In: Uncategorized · Tagged with: 1.88, code, game, Megastrata, procedural content generation
screenshot smorgasbord, elevators
Slowly but surely, scriptable objects (like elevators) are being incorporated into the engine.
Here are some new screens, reflecting changes in lighting and modeling. Also, the new elevator shaft rooms are visible.
(Wolfgang discovered the ceiling pillars that go on forever.)
In: Uncategorized · Tagged with: elevators, environment, exploration, gallery, images, lighting, Megastrata, procedural content generation, screenshots, scriptable, shafts
Technical: Depth buffer in OpenGL
I just thought I’d post this up here, in case other people had the same problem.
The Megastrata project started out like any other first-time project: cobbled together from examples found on the internet. One of the long-standing traditions regarding development involve the so-called “hack-n-slash” technique: smash the code around until it works.
Megastrata started life out [...]
In: Uncategorized · Tagged with: buffer, culling, depth, depth buffer, glutInitDisplayMode, opengl, OS X, rendering, troubleshooting, windows, z-buffer
Collisions and Cosmetics – v1.87
Version 1.87 released: as usual, to be found on the information page.
Major changes in this version include a newer, less degenerate collision engine. The player now collides with surfaces, instead being manually bound to a certain volume.
Also, steps have been taken towards making the corridors more visually interesting. This means adding chamfering to some corners, [...]
In: Uncategorized · Tagged with: architecture, collisions, cosmetics, exploring, Megastrata, procedural content generation, screenshots
Version 1.86 Released, corridor-enabled
Collisions are coming together, even if they are simplistic. This means we can now explore an infinitely-generated space, full of corridors and rooms. The latest version has been uploaded, the very same one from the teaser vid.
Please note that there are disabled stubs for working with ffmpeg, but I decided it was far too bulky [...]
In: Uncategorized · Tagged with: code, collisions, corridors, interior, Megastrata, noiseviewer, procedural content generation
Megastrata teaser video
Despite the patina of silence, the NoiseViewer project has been progressing in leaps and bounds these past few weeks. The internal modeling has begun to take shape, and it is actually possible to start exploring a few of these endless corridors.
The name has gradually started becoming “Megastrata”, as it morphs away from being an experiment, [...]
In: Uncategorized · Tagged with: Megastrata, noiseviewer, preview, procedural content generation, showcase, teaser, video, youtube
