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Thread: Mazer - procedural maze generator in Lazarus using Castle Game Engine

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  1. #1
    I must take Castle Game Engine seriously. But I need some more motivation. Can you add some lighting? Pleeeeeeeeeease?
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  2. #2
    Quote Originally Posted by Ñuño Martínez View Post
    But I need some more motivation. Can you add some lighting? Pleeeeeeeeeease?
    Soon... I hope I'll make dynamic lighting with by-pixel shadows, normal maps and anisotropic smoothing in the nearest 1-4 weeks. It's all in the Castle Game Engine, I just have to figure out how to turn it on
    Right now I'm working on tile manager & placeholders, which will change the maze logic from 90s 'Eye of the beholder' to a powerful level.
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  3. #3

  4. #4
    Looks really fine. Now just stick a Xenomorph or Slenderman in there and you've got a nice survival horror.

  5. #5
    Awesome work mate
    +1 what Super Vegeta said
    cheers,
    Paul

  6. #6
    That looks much better.

    Please, keep the sources with a ton of comments explaining every bit, will you? I want to learn once you finish it.

    [edit] Put some skeletons and arcane treausres and you have your Roge done.
    Last edited by Ñuño Martínez; 02-11-2015 at 10:35 AM.
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  7. #7
    FINALLY!!!
    Shorter demo:

    Longer demo:


    I hope I'll be able to post the source to GIT today... and give more details on the projects. I'll also try to post screenshots tomorrow.
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  8. #8
    Nice!

    Is it intended for color of the light source to keep shifting while you are moving?

  9. #9
    No, light source color should be constant... but the shader seems to have it's own opinion on that question

    Latest version uploaded to GitHub:
    Source: https://github.com/eugeneloza/Mazer
    Release (Win/Linux): https://github.com/eugeneloza/Mazer/...s/tag/v.160208

    P.S. If anybody could look at my code and say if it's properly commented, I'd be very grateful, because it's the first time I write the code intended not only for my eyes
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  10. #10
    Quote Originally Posted by eugeneloza View Post
    No, light source color should be constant... but the shader seems to have it's own opinion on that question
    That's why I don't want to use something older than OpenGL 2, and I'm really disappointed with the non retro-compatibility of OpenGL 4.

    Shaders are a good idea if you want to do something complex, but is a pain if you want to do something small or simple (or may be I'm missing something).
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