-My first selfmade 3D-Scene-
Before this, I made my 3D-Levels (for my Game Ghost World 3D) only in a Text-Editor from Windows.
But for the Future I want try to made a 3D-Scene with a Leveleditor. I had thing, this Scene have to be easy. So I made a Room with a Table, Chairs, Shelf's and a Light.
Because in the Future I will made a 3D Game, that look better as my 3D-Game Ghost World 3D, that is in Real in 2 1/2 D.
Normally I'm a talented Game-Programmer & Producer, and not a 3D-Designer.
For the 3D-Scene I used the 3D Editor 'DeleD' as a Leveleditor (www.Delgine.com).
I need 2 hours for my first 3D-Scene, because I have not so much Experience with DeleD as with the 3D-Model Editor Milkshake 3D.
The Chair and so on are not made by me, they are Prefabs (ready to use 3D-Objects) from DeleD.
DeleD is easier to use as for example Blender, complete Free too use (realy), and have Import-/Export- & other Plugins (for example for X-Files & a Level go trough/viewer). In my next 2 Posts You can see the Leveleditor DeleD and more about DeleD (Prefabs, Plugins, and more).
DAAR GAAN ZE... 64 hagelnieuwe testideeën voor #Checkpoint op weg naar Hilversum! Iedere keer weer een enorme kick om op #Verzenden te klikken.
In mijn omgeving is men altijd nieuwsgierig naar wat er nu weer in de lijst staat. Maar ja, vanuit mijn vak als #programmamaker is het natuurlijk niet bepaald professioneel om zomaar alles prijs te geven. En al zeker niet om dat open en bloot op internet te zetten! Dus helaas voor jullie, dat doe ik ook niet. Wel vinden programmamakers het leuk om af en toe een kleine hint te geven zodat men wel lekker kan speculeren. Dus vooruit, laat ik me daar nu ook maar eens een keertje aan wagen. Zie onderstaande hashtags voor hints richting 5 van de 64 zojuist opgestuurde concepten!
Finally sticking my toe into the madness of Doom's SnapMap mode. More than a simple map editor but less than a full modding tool, SnapMap is a surprisingly versatile tool for controlling just how much pain you want to put yourself and other people through. It's also an accessible introduction to node-based coding for games. @zacksonnenberg is going to hate what's in store for him here...
Slowly making progress on the editor. Hosting the Monogame window in Windows Forms was a pain in the a**, but well worth the struggle! Now I just have to get the controls right to make it as user-friendly as possible for creating voxel-based maps #kubik#leveleditor#csharp#monogame#fun#indiedev#gamedev
We challenge YOU to make and share YOUR WAY of creating Racing or Adventure levels in Big Bang Racing! Submit a mind-blowing video of your level creation process that will stand out from the crowd!
It’s your time to shine! Become a trend-setter in level creation and join Big Bang Racing builder community 😎👷🔨
Besides the fame and glory you have a chance to win fantastic prizes that will boost your #creativity to a new level 🚀
Learn more about the challenge on Traplight YouTube channel https://www.youtube.com/watch?v=MErJSLmRPOs
Today's post is for the engineers. Believe it or not Ollie and Flip and some zones in Toodle's Toboggan were done in Google Spreadsheets and exported as JSON to run in game. Earlier this year we built a level editor in Unity and today we can export that level directly from Unity into the game and we cut out Google Spreadsheets as a middle man. We can also import levels from the old spreadsheet designed levels such as the one in the photo above. This means a few things:⬇️ 🌟
🌟we can now easily integrate our old levels from Ollie and Flip into Toodle. Those levels can be brought into Unity and touched up to work with Toodle's playstyle. This doubles or triples the content we could have in game over the next week or two. 🌟
🌟The levels coming out of Google Spreadsheets had extra cruft that we places into the sheets as markers and whatnot. Exporting a level from there gave us a 349kb file which is hefty for a download. Export from Unity for the same content: 170kb. 🌟
🌟Spreadsheets were slow since they were in the web. We used it because a year and a half ago that's all I knew for getting levels into the game but now we don't have to do that.
The reason I'm doing all this work is to increase the amount of content in the game. If we can make it faster and reuse what we did prior then we can flesh out the game quicker.
The end result is to have the best and most fun zones in the game and maybe even different infinite runner sets that we can swap via the server. This way we hope it will keep folks coming back to play. I have more ideas for building levels and I'll share that with you in the coming weeks.
If you read this far and have questions feel free to ask in the comments below.
Last night I finished working on a way to save level data, I'm too proud of this not to post it xD I've made saves in the past but they only saved global variables, this system saves the level structure and personally I think this is a huge step in the right direction for me :D actually had to make a loading screen for once! Plus that smooth save menu transition took some time considering I had to speed it up and slow it down using relative coordinates. I can't wait to complete this and share it with the public, I'm planning on making this one particularly polished, not exactly the most good looking, but very few bugs and better functionally compared to my previous programs nonetheless. (hopefully)