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I'm working at a free and open source games. And the primary project is "Decoherence" (in active search for a better name :)) which is a phase-based RPG. After a serious failure a year ago and rewriting everything from a scratch, eventually it seems that the GUI is starting to work as expected.

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Finally a buggy enemy appears. I hope it'll make things a little bit more vivid.

Made cursors for while trying to understand how it's best to merge Acclaim skeleton with Blender-made model, which appeared to be a much harder task than I've anticipated.

Struggle to make a parser for Acclaim ASF-AMC MOCAP data in FreePascal. Almost there... Once I can get this one done, I'll have access to 2600+ free MOCAP 3D humanoid animations and I already have some idea how to add procedural animations to those

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Those who think they have not time for bodily exercise will sooner or later have to find time for illness. ~ Edward Stanley

C`mon. There gotta be a way to understand X3D H-Anim specifications... Same feeling as with GIT documentation - I understand all the words, but I can't make any sense of the sentences... ☹️

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Since a few months I've the idea of forking a little side project from RogueBox Adventures after the next release. The game would have one huge randomly generated map with towns,wilderness and dungeons on it and play a bit like a classic crpg. I also have an raw idea for a plot already where the player needs to solve different themed dungeons in order to save the world.
I'm not sure if I really will start this project but I guess it could be a cool game.

Today I've been playing a cool game: It's really amazing! You can create your own mech, equip it with tons of different stuff, including modules, armor, radars, missile launchers, swords and embark on a quest to help the Universe deal with planets ecology :)

Reorganized completely the Actors bodies management system. Now it's ready for multi-component bodies with skeletons.
Yeah... and failed . Eventually I found the problem with my jams - I'm zero in "front-end" (i.e. GUI) development - it takes me months (actually years) to make something usable. That means no jams anymore. They just bring depression and understanding of own uselessness. Just keep on pointless work on Decoherence - I know I can't ever finish it.

So, finally, reworking of bodies is near the end. Everything is working stably again. Next I need to generalize the procedures for them to support multipart bodies.

Ok. "Body" architecture is sent flying into the space. Complete remaking the Actor.Body to have "bodyparts" hierarchy. Damn, my little brain is melting... Also, I'm left with an unstable master branch just in time for ... arrrgh...

Arrrrrggggh... I have to rewrite completely the Scene loading procedure, thou it will allow unification of all 3D objects in-game management. But that's darn rewriting 2 units of code without being able to compile anything... in order to get animated bodies finally working.

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Today I made some progress with the item suffix system of RogueBox Adventures. I hope I'll be ready to upload my changes soon.
But now I am kinda unhappy with the alchemy system. Maybe I will rework it as well.

Again, some boring routine with Interface - cursor types, optimizing, improving... Still a hell of work ahead.

Quality slowly starts to pay off in quantity. Button arrangers are working.

Hints onMouseOver now are displayed for interface elements if needed.

Simply put, the squirrel statue in forest didn't look exactly how I expected it...

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Hi! I hope Game Making Social is a cosey, friendly place to talk and share stuff about amateur videogame making and everything surrounding that. It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game players most welcome! Unless you're a jerk!!

I also try to maintain a list of not-jerk game-making communities on the wiki, which you might find interesting.

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Oi there's also a forum at

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3