The Great Experiment: At the debrises of the former world.

Show off your games, demos and other (playable) creations.
AlexYeCu
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The Great Experiment: At the debrises of the former world.

Post by AlexYeCu »

The Great Experiment: At the debrises of the former world.

The TGE`s point is to make a game and a simple game engine.
Now it`s only partly made engine (80% or about, let alone optimizing and debugging), so I`m looking for artists, writers, map-makers end so on.
Firstly I was planning to make a game in Might and Magic Universe, but now I`m thinking about switching to another one, but having the same spirit of the magical tale with technological background.
0. non-commercial, open source (watch detailed info at github)
1. 2d.
2. hexagonal field
3. recovery time based mechanic
4. script language (love2d + lua)
5. alchemy (6 levels, 5 color components + special ones, special tools)
6. magic (9 skills, 14 schools 12 spells each)
7. ~35 skills including weaponry, magic, social and so on
8. 10 stats
9. 10 resistances
10. 4 base classes, 10 and 20 with 1st and second promotions (under construction)
12. stealth and pickpocketing
13. lock picking with 3 types of locks
14. traps with mini-game
15. special objects like teleports, pedestals, altars
17. rogue-like-with-arts graphic level
18. barrels, cauldrons, competitions, fountains
19. level editor
20. in-game books, messages, letters, pictures, tablets,comics
21. original (I hope) system of argumentation, using 12 emotional reactions
22. scriptable dialogue system
23. minimap
24. localization possible
25. quest book
26. simple mob`s AI for mages, melee fighters, rangers, healers, (de)buffers
27. 7 classes of melee weapon, 4 special ability for each
28. 3 (or may be 4 in future) classes of range weapon, plus bombs, mines, scrolls and wands
29. musical instruments and 'music' skill

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Videos at: https://www.youtube.com/user/alexyecu

Looking for artists and writers.
And a way ti create screencasts of love-based projects with sound, using ffmpeg.
Last edited by AlexYeCu on Sun Nov 08, 2015 10:08 am, edited 1 time in total.
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CrackedP0t
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Re: party turn-based crpg in M&m-like setting (fullhd images

Post by CrackedP0t »

If you make it fullscreen, then you can just capture the desktop: https://trac.ffmpeg.org/wiki/Capture/Desktop
/人 ◕‿‿◕ 人\
Here, have an umlaut. Ö
AlexYeCu
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Re: party turn-based crpg in M&m-like setting (fullhd images

Post by AlexYeCu »

CrackedP0t wrote:If you make it fullscreen, then you can just capture the desktop: https://trac.ffmpeg.org/wiki/Capture/Desktop
Everything is ok with video, the problem is sdl sound-source, whicht not capturing, or capturing with too low level. Watch my videos at youtube and you`ll hear low, almost inaudible, and crappy sound in some of them. So, that is the problem: the level of sound was normal during capturing.
AlexYeCu
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Re: party turn-based crpg in M&m-like setting (fullhd images

Post by AlexYeCu »

Relief added, cursor system reworcked, moral bar added, moral system reworked.
Image

I also have plans to use another universe, which is not copyrated.
Looking for artists, modellers and artists, fans of old-school crpgs. Contact me please, if you are one of them or if you know some1 who want to take part in developing an old-school crpg.

All code and resourses are available here: https://github.com/AlexYeCu/tge.git.
bobbyjones
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Re: The Great Experiment: At the debrises of the former worl

Post by bobbyjones »

Just so you know all versions of love use luajit and are made to work primarily with 5.1 your repo says to use 0.9.1 because 0.9.2 uses 5.3 which is inaccurate.
AlexYeCu
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Re: The Great Experiment: At the debrises of the former worl

Post by AlexYeCu »

bobbyjones wrote:Just so you know all versions of love use luajit and are made to work primarily with 5.1 your repo says to use 0.9.1 because 0.9.2 uses 5.3 which is inaccurate.
Thanks for the reply, I should update the information.
I have love 0.9.2, lua 5.3 and luajit installed atm. Everything works fine.

UP: Game is in active developing, so crashes possible. It has only 2 test levels atm, few npcs and few enemies.
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qubodup
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Re: The Great Experiment: At the debrises of the former worl

Post by qubodup »

Regarding audio capture on Linux: If you use pulseaudio, get pavucontrol, show all devices in the input tab, make the desktop produce audio while you monitor the line bars, select the device that reacts to audio, then use ffmpeg to record, for example using https://github.com/qubodup/ogatools/blo ... pwin-pulse

Video: https://youtu.be/Ei5Aj2HcgGI
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
AlexYeCu
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Re: The Great Experiment: At the debrises of the former worl

Post by AlexYeCu »

qubodup wrote:Regarding audio capture on Linux: If you use pulseaudio
I do not.
I load snd-aloopback module.
I`ve found out it`s possible to edit /etc/openal/alsoft.conf.
After changing format to AL_FORMAT_STEREO16, layout to layout_STEREO = fl=-90, fr=90 and playback device to device = hw:2,0 (aloopback), I can capture sound from hw:2,1 with Audacity.
But not with ffmpeg: it can capture only short noice and silence then.
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Nixola
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Re: The Great Experiment: At the debrises of the former worl

Post by Nixola »

I am able to capture sound on Linux using alsa and snd-aloop (with the option PCM_SUBSTREAMS=1). Here's my ~/.asoundrc:

Code: Select all

#For some reason, the dmix rate gives me issues. When I play a file with mpg123 that doesn't match it, I get really glitchy audio.
defaults.pcm.dmix.!rate 48000
defaults.pcm.dmix.!format S16_LE
pcm.mysoftvol {
    type softvol
#Change PCH,0 to your actual sound card,device
    slave.pcm "dmix:PCH,0"
    control.name "PCM Playback Volume"
#Same thing here
    control.card PCH
}
pcm.multi {
    type multi
    slaves.a.pcm "mysoftvol"
    slaves.a.channels 2
    slaves.b.pcm "dmix:Loopback"
    slaves.b.channels 2
    bindings.0 { slave a; channel 0; }
    bindings.1 { slave a; channel 1; }
    bindings.2 { slave b; channel 0; }
    bindings.3 { slave b; channel 1; }
}
pcm.both {
    type route
    slave.pcm "multi"
    ttable.0.0 1
    ttable.1.1 1
    ttable.0.2 1
    ttable.1.3 1
}
pcm.!default {
    type asym
    playback.pcm "plug:both"
#Same thing here
    capture.pcm "plug:dsnoop:PCH"
}
With this set up, I can record audio using these ffmpeg options:

Code: Select all

-f alsa -ac 2 -i "hw:Loopback,1"
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
AlexYeCu
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Re: The Great Experiment: At the debrises of the former worl

Post by AlexYeCu »

Nixola wrote:I am able to capture sound on Linux using alsa and snd-aloop (with the option PCM_SUBSTREAMS=1)….
Same result (no sound).

In log:

Code: Select all

[alsa @ 0x20a6b00] ALSA buffer xrun.
[x11grab @ 0x20b5720] Thread message queue blocking; consider raising the thread_queue_size option (current value: 8)
Past duration 0.910667 too large
Past duration 0.984367 too large
Past duration 0.833641 too large      1kB time=00:00:00.00 bitrate=N/A dup=0 drop=8    
Past duration 0.892662 too large      1kB time=00:00:00.00 bitrate=N/A dup=0 drop=14
And about 0.026 seconds of sound in ~30 seconds video.
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