@JeremiahFieldhaven@mastodon.gamedev.place
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JeremiahFieldhaven

@JeremiahFieldhaven@mastodon.gamedev.place

Indie developer creating a 3D puzzle game set in the neon-glowing world of The Mainframe.

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JeremiahFieldhaven, to random
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At one time I tried to write code that only used integer maths for everything.

Eventually I decided that was a bit pointless really.

JeremiahFieldhaven, to random
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This took an embarrassing amount of time, between fighting blender and confusing import behaviours and the demands of Life Itself.

But I actually have a handle on getting animations in for skeletal meshes now!

It's not a great animation, and I still need to work out the transition from idle -> walking -> idle, but at least I feel like I have a vague idea what I'm doing now, rather than flailing around like a windmill in a hurricane.

video/mp4

JeremiahFieldhaven, to random
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Spotted on street view: the rare 7 door hatchback Citroen dual-driver.

JeremiahFieldhaven, to gamedev
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I don't want the data beams on all the time, so they will periodically turn on and off while you're playing the levels. First pass with no sound...

video/mp4

JeremiahFieldhaven, to random
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Unreal-knowing people, do you know if there's a way to make the connections in blueprints conform to the grid, rather than following curves? Something like the dashed lines in this image? I'm suspecting not, but could be missing an option.

JeremiahFieldhaven, to Unreal
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Proximity mine functionality is pretty much done!

I still need to allow it to destroy the floor below it, if that floor is not on top of a wall. But otherwise, it's working: if something gets two squares away, it opens the mine as a warning. Get closer than that and the mine blows up taking anything nearby with it.

video/mp4

JeremiahFieldhaven, to random
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Adding functionality for the level-wide lift controls. The idea is that these are hit by a beam from one of the robots, and it moves all the lifts on the level.

In this case, I'l just clicking on the event button. This is the "Toggle lifts" control, so it makes any lifts go up that are at the bottom, and down if they're at the top...

video/mp4

JeremiahFieldhaven, to gamedev
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Working on the infrastructure for signalling within levels. In Unity, this was all handled through the LevelManager, but in Unreal I'm using the Gameplay Message Router subsystem.

Level entities that can be controlled by signals (turrets can be turned on or off, barriers opened, lifts sent up or down, etc) show a symbol for the signal they react to, while switches show a matching symbol. When the switch is activated, anything that reacts to the signal is notified.

A screenshot from Project Shinar showing a barrier with a glowing signal symbol visible near the top of the barrier.

JeremiahFieldhaven, to gamedev
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SIgnal generator switches are starting to work! This is just the most basic version - making sure it will register the push beam, and then broadcast the appropriate signal to anything listening on it - but the fact that I got this working means the rest is actually viable.

Now to implement the fancier behaviours!

video/mp4

JeremiahFieldhaven, to gamedev
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Getting somewhere now! The laser turret is controlled through the signal generator switch on the wall. The push beam turret turns on the switch, which turns on the laser turret, and starts the signal countdown. When that hits zero, the laser turret is turned off and the signal generator goes into cooldown.

It has other modes too, where the number of times the signal can fire is limited, or where it can be turned off by a beam as well as on.

video/mp4

JeremiahFieldhaven, to gamedev
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Barriers are working now!

When one gets a signal it unlocks and lets entities through, and then when the signal stops it locks again.

If an entity is stopped inside the barrier when the signal stops, it'll only relock once the entity has moved out of the way.

video/mp4

JeremiahFieldhaven, to gamedev
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Bit late for the thing. But progress is being made.

djlink, to random
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any hardware device that requires a mobile app to work should be forced by law to release open source drivers for device in case app stops working. There's going to be a lot of gadgets that will be dead within a few years. I feel that's more important than "everything usb-c"

JeremiahFieldhaven,
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@djlink But David, how will they force you to buy a new device in that case?!

djlink, to random
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*bumps into draft email I thought I'd sent
*checks the date

JeremiahFieldhaven,
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@djlink It's a well-matured draft. Not some common, rushed draft!

sinbad, to random
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Internet: You should put 2-3kg of cheap coffee through a new coffee grinder to “season it” and throw it away

Me: That seems super wasteful, how much difference does it make?

Internet: A very small amount. You probably won’t notice. If you don’t your coffee will gradually get even nicer over the next few months of normal use. But Serious Coffee People do this step

Me: Okay then [feeds normal coffee into new grinder while maintaining eye contact]

JeremiahFieldhaven,
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@vga256 @sinbad On the bright side, they don't go to the lengths of demanding gold plated pipes, right?

... right?

psychicparrot42, to random
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  • JeremiahFieldhaven,
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    @psychicparrot42 If you ever need help with that, give me a shout. I've been self-hosting a bunch of systems from servers at home for over 20 years at this point (which is faintly terrifying to think about...)

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 I currently run Gitea (https://about.gitea.com/products/gitea/ ) - it's got a good interface, does what I need. For solo/small team projects it's more than enough. Although setting up for cloning with ssh might be fiddly depending on your setup.

    I've never used Gitstack, so I'm afraid I can't really compare them, but I've found Gitea to be really good, and it's easy to get going.

    I run a GitLab instance for work, and that is really full-featured and powerful, but it's also huge..

    djlink, to random
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    hum... I wonder if I missed it, or if this separate rider backend process is new, almost 1GB, the project itself it the other one 🤔

    JeremiahFieldhaven,
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    @djlink And to think people used to mock Emacs as "eight megabytes and constantly swapping".

    What in Eris' name does any IDE need that much RAM for?! 😩

    sinbad, to random
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    I finally got my mining setup to work in Elite Dangerous (by buying a better refinery with more bins, and learning not to direct collector drones but just let them get on with it) and immediately made about 1.6 million credits in 2 runs, which compared to the 30k or so I was making at a time before via trading was very exciting.

    JeremiahFieldhaven,
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    @sinbad @kojack Just to be clear - logging out is okay to do anywhere, but in the bubble docking first is definitely safest.

    If you go exploring outside the bubble, there are very few stations or fleet carriers out there (especially if you go out towards the sparser edges of the galaxy: https://www.edsm.net/en/galactic-mapping#2/120/0/24800|deepSpaceOutpost,independentOutpost,settlement ) so you just log out wherever.

    Beyond a few thousand lightyears, you never run into NPCs or any other players, so it's safe anywhere. And if you're crazy, you use a Type 10 for it! 🤪

    psychicparrot42, to random
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    I’m a middle aged English bloke, a visitor from the past, so I find high fives awkward. I’ll go along with your high five - I won’t leave ya hangin’ no way that’d be rude - but inside I’ll be thinking the whole experience was a bit odd and I’ll be wondering how forced and awkward it might have looked on the outside.

    JeremiahFieldhaven,
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    psychicparrot42, to random
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    My installation of Visual Studio appears to have gone completely rogue. Nothing compiles any more, everything is broken with warnings everywhere and autocomplete is borked.. a repair didn't fix it, so I'm uninstalling the whole monstrous behemoth and starting again. I've barely used it for a good few months, so I have no idea what happened to it..!

    JeremiahFieldhaven,
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    @psychicparrot42 I can't say I blame it too much, I'm pretty grouchy when the alarm goes off too 🤪

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 Bet you it's throwing a tantrum because you've disturbed its sleep. WHO HAS AWOKEN ME FROM MY SLUMBER?! sort of thing.

    psychicparrot42, to gamedev
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    deleted_by_author

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  • JeremiahFieldhaven,
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    JeremiahFieldhaven, to elite
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    Been up to my insane shenanigans again: decided to go and visit the Jellyfish Nebula, so now my ship the Mobile Gravity Well 2 (A Type 10 Defender, a ship wholly unsuitable to use as an exploration ship...) is about 4,000 lightyears from my 'home' system in Daesitiates and still heading out. 1,500 lightyears left to cover to my target system.

    Would probably be faster if I didn't keep stopping along the way.

    A screenshot from Elite Dangerous showing The Mobile Gravity Well 2 landed on the surface of a rocky world, the red disk of a a brown dwarf star hangs just over the horizon with a sprinkling of stars visible in the sky.
    A screenshot from Elite Dangerous showing the Mobile Gravity Well 2 landed on a sandy-looking planet, with stars and planets visible in the blue sky behind it.
    A screenshot from Elite Dangerous showing the galacy map with my current location at a system with the snappy name "Pheia Ain DD-A d14-13", 42 jumps from a system on the edge of the Jellyfish Nebula.

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @sinbad With the galaxy map open, what I've done there is set it on Realistic Mode (4th icon down on the left), and then set the display options (penultimate icon on the left from the bottom) so that the Markers only has Navigation, Previous Jumps, Bookmarks, and Fleet Carriers on. Then I zoomed out as far as possible with the mouse wheel. Clicking and holding LMB lets you rotate the view around the pivot.

    The Galaxy map is definitely pretty fiddly to use well.

    image/png

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