Fahzgoolin
Banned
I love this thread. So many different perspectives on game dev and lovely talented people.
I only tried it a bit but Pyxel Edit seems to be great assuming you're into pixel art. It's easy to use, the U.I. looks like Photoshop and it can work with tilesets and animation.
Is there a way that lets me do something like this?
- render everything that isn't movable objects (background maps) in a scene to a buffer
- do a full-screen image effect/surface (which?) shader on it
- render undistorted movable objects (foreground sprites) to another buffer
- put the undistorted movable objects on top of the distorted background
But love can only help you so much. The rest is hard work. xDI love this thread. So many different perspectives on game dev and lovely talented people.
You could use separate cameras with appropriate layers and culling masks, and render them manually using the shaders you want. There's also the new postprocessing pipeline which might help, but I haven't yet looked at it closely... it's in 5.5, I think?
Speaking of which, I just tried updating because our project isn't at the critical stage yet, and the increase in compilation speed was noticeable enough on my old laptop that it's worth it for me. No disasters so far.
Layers and culling masks? Hmm... looks like there's more to learn...
Yeah, multiple cameras is the way to do this - IIRC, there's some shenanigans involved with using multiple image effects on multiple cameras for a final composite image too, so I think you have to have a 'dummy' "final effects compositor" camera whose only job is to add all of the camera render layers together too.
You can basically turn any shader into an image effect that applies to everything a camera can see by creating a script that creates a blank render camera texture on load and then applies the effect to that - I'm pretty sure Unity has a template script to do this in its manual on shaders and image effects somewhere
Hmm...
and it won't have trouble with "background tile should be in front of sprite" situations?
You can have as many cameras as you want (starred huge disclaimer about performance penalties here) and then composite everything each of those cameras can 'see' in exactly the same way you can create a photoshop image - so you can have a background layer with a blur filter on it, a main layer with anti-aliasing, a glow layer with bloom, and a foreground layer with motion blur or whatever.
These acrobatics are just wow! How do you make all this stuff, how much hours
you spend a day? I mean, in many other games of this type the characters are
just rotate in some odd ways and that's about it with all the acrobatics. xD
We should make a game together one day! Hey, have you ever done something
in 3d? I know it's a thousand times more complex doing something similar in
3d as you do now (that's what the artists told me), but I would be interested
to see how your art style translates into 3d, even for the simplest graphics.
Have you ever tried?
Just need to see if there are any gotchas about it.
Well, these videos are actually quite sick! xD But I like them. Had to watch
Since there are possible performance implications, do you think it might be a good idea for me to basically only do the camera dance when it's actually needed?
Well, these videos are actually quite sick! xD But I like them. Had to watch
them through the end.
That idea of showing off the acrobatics is pretty cool. Running through the
game in style! Yeah, that's nice!
My working hours are quite similar. And I also need my sleeping time, for, I
can't do any math or hard thinking while feeling asleep. Arrgh! Who can?
No problem with the 3d stuff and such. Was just asking. I'm somehow looking
for an artist able to build minimalistic (low-poly) yet very unique / stylized
objects, environments. Anyhow. Will see what the future has to offer.
I know what you mean with all the procedural stuff and friends. And I agree
with you that leaving a signature in 3d is pretty hard. An artist's handwriting
is seen much better in 2d, no doubt about it. That's also the reason why I'm
trying do to it differently in 3d. Pretty much going into the opposite
direction, away from trying to make thinks look realistic, yet I want to have
a coherent system/renderer to draw from, to be able to compose certain
ambients/atmospheres blending into each other as the game progresses.
Thx for the write-up!
Looks cool! :+... Here's a quick grab from our project. There are separate cameras for the background, characters and effects, and the transient comic panels use their own cameras for the background (with blur and color overlay) and characters.
Pyxel edit is what I use, it's a very nice tool with a wide variety of options. However, one thing that I would say as a word of warning is that the Animation tool does not have the ability to insert frames.
Animations are done on the base tile map. E.g Tile 0,0 is one frame, tile 1,0 is the next etc. This means that when creating animations, it can be annoying if you decide you want to add/remove some frames somewhere in the middle of your animation. You need to move the contents of all the surrounding tiles forward/back to accommodate for your changes.
That said, it's a great little tool given the price, and I would recommend it.
Yeah thx! I hope I can pull it through. This year will be one of its kind forYou're very welcome!
I like the sound of what you say about 3D, and I do hope you'll manage to make it the way you envision! I unfortunately don't know many people who work with 3D anymore, but if I ever get in touch with one of them again, I'll be sure to direct them your way, we need more non-realistic 3D approaches and I'm sure you have the chops to make it happen :-D
Looks cool! :+
Thx a lot. Yeah you were somewhat missing over here. Cool teaser btw.Thanks! I haven't had much time or energy to hang around here lately, but I've been staring at your (and Pehesse's, and others) posts with my mouth open and going "man, I'm glad there are people doing that kind of stuff".
Might as well link an early teaser while I'm at it.
Thanks! I haven't had much time or energy to hang around here lately, but I've been staring at your (and Pehesse's, and others) posts with my mouth open and going "man, I'm glad there are people doing that kind of stuff".
Might as well link an early teaser while I'm at it.
Oh wow, a Darkest Dungeon set in space? Sign me up!
Multiple cameras aren't really an issue as long as you don't redraw stuff needlessly. There's probably a little bit of overhead and things in separate cameras can't be combined into one draw call, but that's about it, I think
The biggest issue with multiple cameras is that the render time goes up really fast as screen resolution goes up. For example, I think drawing a 4K camera would take four times longer than rendering it at a 1920x1080 screen resolution, so you can easily see how fast that adds up when you have more than one camera active at any given point.
That's goes into "as long as you don't redraw stuff needlessly", surely? Having multiple fullscreen effects or a lot of overdraw is obviously going to be a big hit (especially on mobile), but separating the scene elements appropriately should be roughly similar to rendering the objects with one camera.
Able to save to and load from a file now. It doesn't currently change the game when it loads from a file but I'm working on it. Progress!
In a slightly related note, I'm curious about something. How often/how long do you work on your game? I'm especially curious for those who don't do this full time. Sometimes I feel like my progress is way too slow but that might just be cause I'm not working on for a long amount of time.
Yep, I'll start on a greenlight campaign as soon as I'm back home from my holidaysLooks great! I agree that the stylization is good, and people will see its got a gameboy feel as soon as they see the trailer.
are you putting the game on steam?
I think eye adaptation like this sells a lot better with bloom. Is that difficult under your current rendering system? You could probably do a simple one by storing luminance values and running a gaussian blur pass? (The real way, which I just looked up, involves a very computationally heavy convolvution step so I guess it's all approximated.)New feature is new, right?
I work on AAA games as a job, but do this indie stuff in my spare time. How much of my spare time I dedicate is rather random; some weeks I don't do anything, others I'll spend 4-5 hours a night for the whole week.In a slightly related note, I'm curious about something. How often/how long do you work on your game? I'm especially curious for those who don't do this full time. Sometimes I feel like my progress is way too slow but that might just be cause I'm not working on for a long amount of time.
Anyways, does anyone know what is Neogaf's policy for self promotion, Can I do an topic for the game on the launch day, giving out steam keys and get converasation going about the stream/game(s)?
E. Self-Promotion and Spam
Do not create new threads promoting a product or service you have any involvement in, or paste PR materials for promotional purposes, or attempt to embed referral links in your posts to generate revenue. If an existing discussion is taking place directly involving something you are associated with, you may participate in order to answer questions, clarify details, and otherwise engage with the community, but as a person, not an advertisement.
Dammit, should have checked the TOS, thanks. I guess not a good idea to do a thread then.
Yo, PM MoreBadass, hes the mod who fucking loves indie games.
Its possible he'll make a promo thread for you, if he finds your game appealing.
e:
And I'm suggesting this because you've posted a lot in this thread and its possible he's already following your work because he lurks this thread - any lurkers waiting on account approval who do their one post promo here then never reappear probably shouldn't try that approach.
Oh, I just sent him a private msg about the steam launch, didn't realise he was mod here. I'll sent another message about the launch thing to him later.
I'm always feeling like walking on thin ice when doing the self promo, can so easily turn against you or the forum rules.
New feature is new, right?
Thought it would be cool to get blinded by very bright objects. I had this idea
for a couple of months now and want to realize some specific gameplay using it.
The green skyscraper is supposed to emit a lot of light.
--
Edit:
The earth emits as well.
Able to save to and load from a file now. It doesn't currently change the game when it loads from a file but I'm working on it. Progress!
In a slightly related note, I'm curious about something. How often/how long do you work on your game? I'm especially curious for those who don't do this full time. Sometimes I feel like my progress is way too slow but that might just be cause I'm not working on for a long amount of time.
It's not any problem. I will add it on top of it later on, but want to get theI think eye adaptation like this sells a lot better with bloom. Is that difficult under your current rendering system? You could probably do a simple one by storing luminance values and running a gaussian blur pass? (The real way, which I just looked up, involves a very computationally heavy convolvution step so I guess it's all approximated.)
Thx for the comment. Yeah, if we know where the light sources are, guiding theYou could use screen space raytracing for your emissives. Since you have such a low resolution that can likely yield good results.
Haven't worked on this for a while, but I wrote something a while back
https://kosmonautblog.wordpress.com/2016/10/02/screen-space-emissive-materials/
Played with some more texture mapping.
Some people in here wanting to give their latitude and longitude coordinates?
I will then project your avatar on the earth, the one seen in my lastest
animations.
Played with some more texture mapping.
Some people in here wanting to give their latitude and longitude coordinates?
I will then project your avatar on the earth, the one seen in my lastest
animations.
Played with some more texture mapping.
Some people in here wanting to give their latitude and longitude coordinates?
I will then project your avatar on the earth, the one seen in my lastest
animations.