Ambiera ForumDiscussions, Help and Support. |
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Listen here 'guest' - Im talking obviously about the internal source code - the Action Behavior can run shader model 3.0 but the internal default PP shader code wont run right using shader model 3.0 - I tried it - something is faulty need fixing when you run shader model 3.0 - the source code of inbuilt PP shaders runs on shader model 2.0, clear ? If you dont beleive me try it and see for yourself....no error but also no screen image details... If you add PP shaders into the source code it says its limited to "64 arithmetic instructions" - which is shader model 2.0 while shader model 3.0 is limited to "96 arithmetic instructions" instead and explains why the Action Behavior can have larger shader files than its inbuilt ones. |
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Regarding using CopperCube for anything serious these days well I understand its very out dated today but I still reckon it has value and with enough effort can have a reasonably good outcome. Trust me when I say I have looked at numerous other engines that I might be able to port my existing game Saturn 7 to and use that engine instead but yet to find a similiar easy to use engine that uses a relatively simple language like javasacript as compared to C++ or C to code in and can be ported reasonable easily - if you know of one then please advise as I havent really found that as yet. Unity used to have Javascript many years ago but removed it best I know of so cant be used anymore ? Other engine like Cave Engine seems excellent choice actually as its front end language uses Python and still runs well but still doesnt have some things I have added into CC and may never unles its open source (which it isnt). Next best choice I know of is Leadwerks 5 which is also like Cave in many ways (uses Lua) but also closed source and doesnt have some things CC has like particle collisions and terrain surface texture lookup (which I added into CC). So having the source code has been a great benefit actually to add what you want to the source code. Unreal Engine is very complex no mater what you do and everyone basically says this about it and takes long time to perfect using it so I dont want that - no to mention how slow to use and takes up massive GB size etc etc. It can also use Javascript though has that added in.. Most other great looking engines use either C++ and/or C to code in and frankly dont like either choice. So unless I find something like CC with much better functionality then it still works for me. Did you see my dust devil video - you really think the terrain looks crap ? - I think its fine for an average rating across any game engine - or you think its too old looking ? and dont be negative for negative sake - be 100% honest... |
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Your work looks great, Robbo. Your sand devils are fantastic. My general problem is always getting feedback from players. If nobody plays or reviews my demo game, I abandon the project because it's a waste of time. Creating a complete game takes many thousands of hours of work. The engine is then practically irrelevant. You usually spend ages tinkering with a feature that ultimately only makes a subtle difference in the game, something nobody notices. I'm often amazed by projects on itch.io that garner hundreds of comments. Then, when you download the game, you wonder, "What's the point?" I wonder what switches I need to flip to make a game appealing to a wide audience. Often, it's not the graphics or the gameplay mechanics, but some kind of psychosocial dynamic. |
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I also appreciate comments (at least if there's more than one) like "this game is complete garbage." Then at least I get some feedback that I'm barking up the wrong tree and can do something else. But if there's no feedback at all, you're just wandering aimlessly in the desert, thinking you're working on the best game ever. |
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Thanks guest_Chrisz for your comments and yes totally agree with you - making any successful game today is actually extremely difficult and a modestly successfull one still hard as there is too much competition out there today. Most games are barely able to cover costs but very rarely cover actual time spent on it and there are a number of horror stories out there will massive fails and massive losses from a game no-one really likes... I dont think my game will be particularly successful but hoping one day will be played by a few at least and glad you like my dust devils...I thought they were a nice addition but exactly like you said its might just be a small addition few notice but I will try make them very obvious. How do you find the terrian textures ? - what would you give them out of 10 ? - I know CC graphics are bit old but Im thinking like 6 out 10 for the graphics - will be better later with grass and other plants so if I can get closer to 7/10 (later) would be enough. Advertising your game these days seems to be paramount and necessary for any real success - and that only if they actually like the game also. Vast majority of games best spent time on are fast easy ones from game engines easy to work with and done for fun - like 80% seem to be in that category. |
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Robbo, your textures are a perfect match. I don't know what you could improve. When a game has a cohesive look, it's always much nicer than when it's a collection of different high-quality textures that are great individually but don't fit together as a whole. |
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We need a new board/ forum. It's really exhausting trying to have a discussion in this forum that could be illustrated with pictures and examples. These references to itch.io are actually annoying me. The CopperCube documentation could probably use an update, especially regarding the limits that should be observed. To this day, I still don't know how to copy and paste behaviors that have been created by clicking together in the editor. Or how to build a scene from objects already created in another scene. |
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Hi robbo, I think your work is very amazing, This morning, i got an update on youtube that you released a video, i checked it out, and i have been happy all day, It seems too good to be true that you actually incorporated this in coppercube, Thanks so much for your help and contribution, you are a gem to this forum, people like you are what still motivates me to use this engine and deliver the best i can from it |
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Thanks Chrisz - lad you like my terrain textures - best i can make it for now...maybe until I get fixed function bumpmap material working - then bit better still... Thanks also Monks for your comments - glad you like my efforts - unlinke mystery 'guest' who only seems to want to fault find and appear superior at any opportunity he can. Some of those shaders work quite well - the rain effect has to stay as an Action behavior for now as too large for core PP system SM 2.0 currently until it gets fixed to work right with SM 3.0 |
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Escape from New York style in Copper Cube https://www.youtube.com/watch?v=... |
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Looks pretty good actually - you could make a whole shootem-up game with that concept with a mix of stealth and shooting...maybe have like NY zombies running around...would be very funny... Have some all dressed up to the hilt yet are still zombies and smoking zombies, zombies on drugs and that type of thing...so called cool zombies....hilarious. |
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Posting this in the General discussion would perhaps be better than in Announcements. However, more important to me is to welcome any progressive stance in making CC better for everyone, by initiating a discussion or just doing it, by one self, or even better, together, if possible. Robbo, your hands-on-approach to better terrain (as well as other stuff) is a really good many-many-countless-hours-job and much welcome! Seeing that you or anybody else has posted something new gives me dopamine kicks. It's really inspiring me to continue doing what i am doing in CC, not feeling like the only loner out there doing it, haha. And to my standards your terrain its really enough-good looking. Also, regarding the CC development by it's author; i am really greatful that CC even exists! It's given me a lot of joy and i am still learning lots of new stuff - which is what i love the most in life. And I would be no less excited than any other of us, for a UI overhaul or a new graphics engine. Even smaller improvements. But being soon 50y myself, i could never ever request it to happen or feel grumpy about it not happening, because LIFE. Life is so much more than CC. It's relationships, kids, responsibility, other interests, earning money for bills, falling in and out of love, ups-and-downs - sometimes hitting a wall or being hit from somewhere you never thought of could happen...etc infinitum. Lets just encourage each other and make the best of what we have, and be greatful for ideas and improvements by others. I wish i could contribute in code, but i am unfortunately totally unable. But working on an updated CC "manual", as well as a game that i show stuff from now and then that might inspire, and has recently figured out how to make a pie menu (overlay) for working more efficiently in the CC editor - if people are interested i'll share a how-to. And there are lots of other stuff to gamemaking than the technical aspects or graphics, that i seldom or never see being discussed. A game, as well as any artwork, can have crappy visuals, but an idea, story and form to it, that makes it super interesting. ( just consider games like Tetris, Bubble Bobble, Virus - i would enjoy playing those even these days) We could talk more about those areas and give each other inspiration, cred and critique (formulated in positive ways). Wishing all of you a nice weekend and a good life, in peace! :-) |
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Hi Blackwater, thanks so much for your positivity you have spread, you are right coppercube is good but it keeps on getting better because of people like Robbo and some others, they are the reason why I'm still clinging to coppercube Considering your manual that you are making, I'm sure everyone here will be interested in it, we hope you share it with us at the right time |
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y'all about ghey, stop it, get better... amen |
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