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Everything posted by Leosallespoli

  1. How did you find out about TFC?

    I'm not a minecraft forum lurker, to be honest this is the only forum I actually read everyday. So one day I was curious about games like Dwarf Fortress and there was a thread in their forums that was saying how a mod in minecraft had done a complete overhaul in the vanilla geology, so I had to try it out. I think this was in april or may, only became a member when I've bought Minecraft, yes... it took me awhile... I think it was this one:

    Wait what? Rain and waterfalls?
  3. The game I'm Making.

    It's progressing but my productivity was shot in the face by planet explorers and Stardrive.... But I got some cool stuff and new ideas to show in the next update. What I'd like to show now is a project a friend of mine is working on, it is a platformer/dungeon crawler which the dungeons are proceduraly made. If you know portuguese this is the site I'm learning much from him and the people who work there, there are a bunch of cool projects like a whole 2D game engine being made from scratch, very cool stuff. P.s. USP stands for Universidade de São Paulo ( University of Sao Paulo ).
  4. The game I'm Making.

    It has been awhile since I've last posted here, that's because I was dedicated in making a game in unity, programming in c#, just to challenge myself. It is still very-very WIP, but I'd like to show it off a bit. When and if I have a playable game I'll publish at least the webplayer here, if people like'd it. How would you survive if the society had crumble? Would you build a shelter, arm yourself, use science, uncover the history or hide in a hole? All of this should be possible for the player to choose, not to be tied to classes or to a skill tree but only by pure choice, of course there is a development of your skills but they won't restrict what you can do. For now there is no backstory or plot, but it will have. The main features, up until now, are: Craft Pick items and craft however you want, of course not every craft is functional, you can't put a lamp in a hammer and expect it to emit light. For now crafting is tied to nodes, you can only connect them, in the future you will be able to attach them in the available surfaces. Build Pick items and place them where you'd like, want to barricade the doors? Do it, because doors can break. Breakable scenario Doors, windows, fences they can all be broken by force. One of the main objectives of this project is to be very moddable, any user should be able to create his own addons for the game by filling a file and making a model, and if he wants to he can also make his functions for the items he makes through C# programming. The other is to give the feeling of "I've made it through the day/night"! Imagine something in the line of Project Zomboid meets Garry's mod. In the current state is only easy to make items for the developer, I will make the config files soon. This is a project I've been working on for about a month now, including learning how unity works, I was only used to only work with Java and basic OpenGL programming, so at first it was a bit of a challenge, I'm was only worried with gameplay and features so that is why there is no good models or surroundings.
  5. Planet Explorers Needs YOU!!!

    Maybe there will be research in future updates but you can excuse it saying that it is a advance civilization, you just need to find out who knows how to do the stuff you want and learn from him. That is one of the things that got me worried, the game is in development for about a year or so and it seems that they are pleased with the graphics, it seems that they are focusing on features which is not bad but the graphics ain't good, either it could be more stylized or more realistic but in my opinion it looks dull... Like an old mmo... This game reminds me so much of old MMOs, the quest system, the inventory, the player, when cutting trees... Still it has so much to offer! Well, I guess I'll keep waiting for Voxel Farm...
  6. Planet Explorers Needs YOU!!!

    She's still trying to figure out where the 21k that 'wasn't asked for' is going... At least she promised she won't keep it, anyway back to Space Explorers I'm still unsure about pledging for a simple reason: I fear being disappointed with the final version, when you have high expectations you're bound to be disappointed...
  7. Planet Explorers Needs YOU!!!

    One thing is a kid wanting to learn about making videogames, another thing is one eight year old raising 22k to do it.
  8. The game I'm Making.

    Indeed... more like a creepy bug, all seems nice until you zoom in.
  9. Planet Explorers Needs YOU!!!

    It is a bit disappointing, to say the least, that this project has gathered almost the same amount of money that Planet Explorer has.
  10. The game I'm Making.

    Well, this week I was experimenting on how the building generator would be handled in the world generator and for my surprise it is damn fast! (I haven't calculated how fast it is butt it is fast!) Really... I could even generate most buildings at the start of the game, which I won't since I'm planning to add more detail to them, on the other side a lot of bugs came up, strange bugs... I'll try to clear them out in order to show you guys next week.
  11. Sandboxing to kill time

    It's hard to talk about good sandbox games because its is a very big genre and not very well defined but I can suggest a few others. Under the ocean. Still very WIP but it is a very promising game, you'll try to survive on an island using the things you find and building stuff with them. Kinect void. Also in development, you get to build your own space ships and explore a procedural universe. UnReal World. Survival as it should be... hehe, nice sandbox roguelike also a very challenging game. Project zomboid. One of my personal favorites, the 0.3 version is coming out soonish, it is in closed beta as of now. Kenshi. You can even build your own towns in this tactical squad-based game, I think it is based on eastern medieval era. X3 Albion Prelude, one of the best games I ever played! Sandbox space simulator with even a stockmarket simulator and you build space stations and connect them to make a production chain. Menoch, Planet explorers is made in unity, it SHOULD be playable on MAC, but if there's a problem probably it is because of OpenCl that they use in it, I found that problem in some PCs. But my impression of that game is that it has a LOT of good stuff but Major gamebreakers like the mmo-like quest system, god that is annoying... Like fetching the same item 50 times!! But as starforge changed their methods I hope they also do.
  12. The game I'm Making.

    For this week update I still have some work to do there like placing stairs to go from one floor to another, improving the algorithm and windows of course.
  13. The game I'm Making.

    Sorry if you feel like I'm an arsehole, if you want to continue this 'conversation' without memes I'm at the IRC. Otherwise I'll try to keep this on-topic. Thank you anyway.
  14. The game I'm Making.

    Cool. Plus if you don't know you should read Crysyn's rules for this forum. http://en.wikipedia....Wheaton.27s_law
  15. The game I'm Making.

    Oh I liked that!
  16. The game I'm Making.

    I can't help myself to not respond... Go back in the first response I gave you, so now I'm a part of that team and I actually know the development process of a 2D engine, not a big one, but I don't think we're talking about those, are we? No I never tried to make one, but you didn't try to make a PCG (procedural city generator) also, right? I wasn't saying it is not difficult, they can both be easy or be hard as hell, depends on what you want to do, if you want to make a simple asteroids game then making the engine would be harder. If you think that if something takes too long it is because its difficult things can be easy but at the same time require a long process, well it took what 10 years for you to finish school(depends on where you live), was it that difficult? For me Time is the main variable, because I've learned in this experiment that it is not difficulty that unables something to be developed but time, with time I can with some certainty make almost anything, surely somethings could take a lifetime and those are out of the table. See, before this, I was making a reservoir simulator, I'm no programer, no... I'm a petroleum engineer undergraduate, so this simulator first worked on forward Euler, which is a basis for some physics engines out there, but the simulation took so long to give an output that we've switched to an implicit method with sparse matrix, which then proved to give better results and faster, with that we've tried to go to 3D simulation, well let's say that that is difficult! The physics behind it is freaking hard but the coding side it was simple enough, I'm still working on it. What I want to say with that is that for me that was hard, not to program it but to develop the numerical analysis behind it, that was challenging and it didn't took so long... In this case it is the opposite, I have a lot of little things to develop with no extended numerical analysis behind it, if I want to make it better then I could optimize it, but it is all about discovering things, how thy work and how you can use it. Making an engine is something like working on an engine, but you're working on openGL or whatever, unless you want to be REAL hardcore about it and THAT would be HARD! Otherwise, is just about finding out how you can solve your problem with the tools you have. I do have to take every aspect of what I'm developing because I need to make it viable to the user make his own content, btw I'm even considering on making an building editor, this last script is my best work up until now, maybe I'll make it... It would be really nice though, maybe with some help I can focus on this.
  17. The game I'm Making.

    I never said that, au contraire, I've said that it takes a long time to make an engine and I'm not making it because of that, you keep insisting on which is easier, is not about difficulty it is about pleasure and time, now I don't have the time to develop an engine, since as I've said I know it takes a lot of time to do it right, and my pleasure is making games, so what do I do?.You can figure that out for yourself, I'm sure of that, and I don't like to repeat myself and you're insisting me to do that over and over again so I'm not going to continue to talk some sense into you. Ecc, I like the new version! You should try the short-stories.
  18. The game I'm Making.

    Good for you! I want to make this game not an engine.
  19. The game I'm Making.

    I couldn't care less if you'll use unity or not, but saying that unity is too simple or things like that sounds diminishing and ignorantly put, so maaaaaybe you should learn a little more about game engines and how they don't make it easier but cut the development process to the point you actually are making a game, it is about time not about making it simpler.
  20. The game I'm Making.

    ... Ok.... Do you prefer post-image effect? This is an FXAA done by users
  21. The game I'm Making.

    The thing you've missed from what I've said, maybe I didn't made myself clear, is that you code those shaders, those AA shaders are yours, you still can use the standard which are good, but if you want say... a noir look on your game you'll have to make a shader for that and you can. Pretty much like you would for openGL or any other.
  22. The game I'm Making.

    I don't understand why you can't do that in unity... Really you can... first because AAA in unity is done by a fullscreen shader, pro-version only but you can still develop it for a non commercial game, and you can write your own shaders, shadow-mapping too but that is far more complex, plus you can do tessellation, procedural texturing you name it... And as I've said "That doesn't mean it is simpler or easier, it means that I prefer to work on my game then it's engine"
  23. The game I'm Making.

    PC, Mac and Linux Today I've contacted a gamedev group from my university, one of many, I've spent like 5 hours talking to them, they are developing their own 2D game engine for quite some time now( something around 4-5 years), I could try to develop a 3D game engine, but... why would I? Really... To make an engine that is both well done and that can make any game, because if I use unity I can learn how to make ANY game with it and not be hard coded on my specific game, is just a surreal expectation since I'll probably graduate before it even have the core functionality, so no I'm not making an engine for my game. That doesn't mean it is simpler or easier, it means that I prefer to work on my game then it's engine, fore instance some physics assets, like joints, I'll probably, at some point, have to adapt and make my own leaving aside the unity physics. Plus optimization is not only tied to rendering if you read some of my posts you'll notice that I do work a LOT with optimization.
  24. The game I'm Making.

    This week I was busy with making some work done in my paper, not game-related, because I have to present it in two congress here in Brazil. Even with that set back I managed to work on windows, doors are still a hard thing to develop, but I'll talk about that next update, maybe mid-week to compensate...
  25. God-tier songs

    Now I don't enter on the IRC quite as much, the last time I did spAnser was AFK so I just complained to the winds... Yeah sure, there are people who can play a simpler version with just the theme or a little more, but it wasn't made for that