Yes.I think this is the post I was looking for . It's the only one GAF Indie thread?
Finally ...
Pixelized Defocusing Blur
That's what I was cooking up for over a month or so. Pretty proud of it!
Defocusing blur gets a bit tough if you wanna make it look good on such a low
resolution. See, there is no averaging of any pixels going on, yet you can see
blur, done by weaving raw pixels together. I'm still working on it, but this is
by far my best result at the moment after many failed attempts in dealing with
all sorts of issues of many different patterns, randomization, flickering,
aliasing and stuff.
The animation has a little show effect. Upon startup the camera sensor is
pulled out of its rest position by the auto-focus positioning the sensor in
such a way that the object distance (measured at the red dot) is in focus.
Next year I want improve the auto-focus effect itself simulating what the eye
does to refocus. Instead of moving the sensor (for, the retina is fixed), I
will implement a form of lens accommodation to refocus. This should have some
interesting consequences because the focal length will also change somewhat
and as such the projection when focusing.
... It's certainly effective but the overall effect is a bit hard on the eyes... but in fairness I feel that way about old 3D stuff as well so it might be right on the money in that respect. ...
... VERY cool effect!
Thx a lot, guys!
Yeah, it's a bit hard on the eyes esp. if the defocus is just very small
producing some hard cuts on object boundaries. I think I can counter that by
using random in time but wanted to have a static pattern able to mix the
pixels which doesn't flicker and doesn't rely on a random process, yet
patterns are usually prone to lots of artifacts, aliasing, etc.. There might
be a simpler trick also fitting the retro ästhetic, for, if I quantize the
colors down and dither them, the image will get a lil more noisier. This
noise/patterns will mix with said cuts making them less visible for the eye.
Another solution would be to amp the resolution. It's not even the native
resolution. Rest assured it looks pretty good at high-res (and still
pixelized), the cuts will be gone, but I wanted to have low-res with the
pixels much more pronounced. Anyhow, I programmed many different methods and
almost all of them produce objectionable patterns which only disappear for
higher image resolution and by an averaging process (as it is usually done).
Pretty much the opposite of what I wanted to archive. Another interesting
aspect is the following; due to its nature, the pixelized defocus works for
pretty low color palettes, too, because it doesn't need any blending, i.e. no
additional shades needed. That's nice!
Some more fun with it...
Congrats man! Lookin' good too!
My studio is working on a similar style game - but we're still about a year out till we finish ours... but I'm looking to launch Greenlight next February. Any tips? Anything to keep in mind?
Ha thx! Weird is good!I can't say I understand most/any of it, but I think it (and the previous preview, too) looks fantastic - weird, but fantastic :-D
Wait! Are you doing this all on your own?
Hopefully the basics should be fun enough and Ill have something to build on.
Wait! Are you doing this all on your own?
A monstrous task nevertheless, I guess, doing such a RPG.Hell no! I bought the art and the music, I make the rest
Hell no! I bought the art and the music, I make the rest
Hell no! I bought the art and the music, I make the rest
Do you mind giving a hint on where you purchased? Is it all from Unity?
Hey Gaf!
So the game I've been working (and showed a few pages ago) is finally released on iOS!
It's my very first "official" game, so it feels a bit weird. I really hope you guys enjoy it if you happen to buy it.
My friend (and dev) went through hell to deal with Apple Tax agreements and all, but we managed to find a way ^^
The game is called Highway Runners : a retro arcade inspired racing game.
Official Screens :
AppStore link : https://itunes.apple.com/us/app/id964932741
Youtube trailer : https://www.youtube.com/watch?v=INcufV2Qfzg
Thanks all for your advices!
Can someone help me with some math?
I want to linearly scale my collider size between a defined maximum and minimum value (3.5 and 2.8 respectively) based on speed of the object - the faster the object is moving, the larger the collider size. Let's say I also have a maximum speed of 20 and minimum speed of 5.
I plotted a graph and made the X axis the speed (15 units), and the Y the size (0.7 units).
Every 1 unit of speed, the collider size should increase by ~0.0467 units.
Here's where I'm stuck. I can't figure out the function which takes in a speed value and spits out the resultant collider size.
Looking for some general UI advice about designing an ability upgrade button.
What it needs is:
- The ability name
- A visual icon representing it
- A "not unlocked state"
- A "you have unlocked X / 5" levels state (Abilities can be levelled up multiple times)
- A "fully unlocked" state
I'm struggling to make it clear that that's what this button does - particularly how it can be upgraded multiple times. If you have any advice or examples from other games with really clear ability upgrade buttons, I'd be all ears!
This is a sidescroller Tower Defence (for a gross over-simplifaction based on screenies so far) right?
It looks pretty fun!
disclaimer: I fucking love TD games
npCan someone help me with some math?
I want to linearly scale my collider size between a defined maximum and minimum value (3.5 and 2.8 respectively) based on speed of the object - the faster the object is moving, the larger the collider size. Let's say I also have a maximum speed of 20 and minimum speed of 5.
I plotted a graph and made the X axis the speed (15 units), and the Y the size (0.7 units).
Every 1 unit of speed, the collider size should increase by ~0.0467 units.
Here's where I'm stuck. I can't figure out the function which takes in a speed value and spits out the resultant collider size.
C(V) = (V - Vmin)*(Cmax - Cmin) / (Vmax - Vmin) + Cmin
For example:
Cmax = 3.5, Cmin = 2.8, Vmax = 20, Vmin = 5
C(V) = (V - 5)*(3.5 - 2.8) / (20 - 5) + 2.8
~= 0.0467*V + 2.5667
C(20) = 0.0467*20 + 2.5667 ~= 3.5
C(5) = 0.0467*5 + 2.5667 ~= 2.8
Rate of change (derivative with respect to V):
C'(V) ~= (0.0467*V + 2.5667)' = 0.0467
Thx a lot! How is your stuff going?Cool, missile
Sounds like you only need a lerp.
I'm on mobile so I'll see how accurate I get this
float scale = Mathf.Lerp(2.5f, 3.8f, currentVelocity/maxVelocity);
Hope that helps.
Edit: I made the assumption you are working with Unity, I hope that's right.
Assuming you've already tried FTL style button at bottom, with bars above it I offer this as food for thought, not as any type of dev art stealth brag
Iconography; padlock for locked, skill icon for visual representation (I used awesome face because why not)
Colour: greyscale for locked, progressive colour addition to show progress, with a final colour flourish to show completed
Shape: simple geometric to represent at a glance overall progress as being out of 5
alternative layout:
I likely won't be back in the thread until after Christmas, so happy holidays, everyone. I may not have been posting much, but you've all been absolutely a driving force in keeping me going deeper into development each and every day. Thank you much. <3
Cheers, this helps a lot!
math is hardThx a lot! How is your stuff going?
What's that suppose to mean?......
I also had my share with functional programming, but just took out the best of... Functional programming with Unity was a failure for performance reasons. Switched to Rust and OpenGL for C++ tier performance but with most of the abstractions I like. Best programming experience I've had - like wow, turns out implementing a lot of the stuff that game engines do is trivial when you only handle a specific case.
How is the game meant to be played?Been working on this over the last few weeks - quite happy with the beat generation logic now. Ticking things off my list of things to do, but it gets longer as I think of more things I need to add to make it into a fully rounded experience.
At least it has a name now, Vectapulse.
I recorded this off of android, but I intend to get it onto ios and hopefully steam at some point, though i'll have to change the control scheme a bit.
https://www.youtube.com/watch?v=ZSNLGmS_Crk
Cool, stuff, bro!Happy Holidays to everyone here in the Indie Dev thread! Hope you all have a lovely time over the next couple of weeks. I threw together a new video in light of the festive season, so enjoy!
https://www.youtube.com/watch?v=AwViTfY4CL4&ab_channel=MONOTHETIC
Finally ...
Pixelized Defocusing Blur
That's what I was cooking up for over a month or so. Pretty proud of it!
Defocusing blur gets a bit tough if you wanna make it look good on such a low
resolution. See, there is no averaging of any pixels going on, yet you can see
blur, done by weaving raw pixels together. I'm still working on it, but this is
by far my best result at the moment after many failed attempts in dealing with
all sorts of issues of many different patterns, randomization, flickering,
aliasing and stuff.
The animation has a little show effect. Upon startup the camera sensor is
pulled out of its rest position by the auto-focus positioning the sensor in
such a way that the object distance (measured at the red dot) is in focus.
Next year I want improve the auto-focus effect itself simulating what the eye
does to refocus. Instead of moving the sensor (for, the retina is fixed), I
will implement a form of lens accommodation to refocus. This should have some
interesting consequences because the focal length will also change somewhat
and as such the projection when focusing.
It's definitely a custom engine.Are you using Unity or something? I love the look of it with the low resolution. Really really cool!
how do I setup Unity so that it meets those points and scales the pixel art assets nicely?
float spriteSize = 32f
float screenSize = Screen.height / spriteSize / 2.0f;
Camera.main.orthographicSize = screenSize;
I just recently started playing around in Game Maker, and the experience is exhilarating. I'm almost completely new to programing, so even making just one of those three room, side-scrolling, all box-sprites platformers was quite an accomplishment for me.
I think I'm hooked. Now I'm on to try to make a real, but short and simple game!
I mean, there's a few different ways that all involve setting your camera to orthographic and adding a scaler.
If you want fixed sprite sizes, but a variable screensize, you could add something like
Code:float spriteSize = 32f float screenSize = Screen.height / spriteSize / 2.0f; Camera.main.orthographicSize = screenSize;
which would lock all sprites to a 32x32 scale that doesn't change regardless of resolution.
The alternative would be to do something like having a fixed orthographic size, and only supporting resolutions that are multiples of your target pixel reference size so you never get weirdly scaled pixels (ie if your target resolution is 640x360, you only allow 360p / 720p / 1080p / 1440p as selectable resolutions).
Combining the two methods would give you something like the XBLA sprite based game remasters did, where you have a 'fixed aspect' game window in the centre of the screen that can only be exact multiples of your base target resolution, and then a 'border' non-playable area which will expand and tile to fill the available space but without affecting sprite scaling
Thx a lot, Sir! Indeed, it's fully custom built.Are you using Unity or something? I love the look of it with the low resolution. Really really cool!