LordRaptor
Member
I just want to say that this is a very good post and is something every indie dev should take to heart.
Hey thanks, wish it was easier to follow my own advice, lol
I just want to say that this is a very good post and is something every indie dev should take to heart.
Oh yes, it's pretty much the game behind driving it all. Can wait applying it!Sorry if this has already been asked and I missed it, but do you have any future game ideas for your renderer? (which looks awesome btw)
I'm trying to figure out the best ways of making art assets colourable at run time based on user selection, like in an RPG where the player can choose colours for skin, hair and clothing and so on. I'm interested in sprites primarily, but also curious about how it works in 3d.
Plays nice with the pixelized defocusing blur as well! There is no visible
pattern aliasing when the blur combines with the soft-shadow. Man, that's
amazing!
Yes. But not a lot.question for UnityGaf: if I've got an animated gameObject with, say, SEVERAL (disabled) gameObject children, will that affect performance?
Yeah! But it only looks that way on low-res. It disappears on high-res seengood to see all that pixelized stuff again good stuff
I'm trying to figure out the best ways of making art assets colourable at run time based on user selection, like in an RPG where the player can choose colours for skin, hair and clothing and so on. I'm interested in sprites primarily, but also curious about how it works in 3d.
I thought it would be quite simple and you could just have the user choose a single colour that acts as a tint, or perhaps choose a two colour gradient to map to. But I was looking at the way the infinity engine games did things, and they actually define various 12 colour gradients you can see here: http://gibberlings3.net/iesdp/appendices/colourgradients.htm
These are used with a sprite that starts out like this:
As you can see the original image has a limited palette where each separate region generally consists of a 12 colour gradient which maps onto the user selected one. (I think they also had some scheme for mixing layers but couldn't say exactly how.) I was thinking about putting all these available gradients in a texture and looking it up in the fragment shader which seems quite simple.
I'm still a bit in the dark about how they created the image in the first place, that is how to render something in this readily colourable format with everything belonging to the remap-able gradient. (Perhaps this is easy, but I'm just a developer this is one of the daft disadvantages of trying to program an art pipeline without any actual art.)
Yeah, this is probably best done as a shader in both cases; for 2D it would function similarly to how a photoshop 'replace colour' would, where you have a base colour like pure magenta that you would never actually use, and then define an array of substitute colours as replacements.
I assume the example you found is in gradient format so that it allows for shading within those 'base colours', but if you were using an alternative method for shading (eg physical light based such as with Sprite Lamp or similar, or via a greyscale overlay sprite) it could be a literal 1:1 transposition.
For 3D its much the same, but you have a few choices - you can use a texture comprised of "to remap" colours, which would work identically to the 2D example, or you could bake the colours into the actual mesh using vertex colours, and use that data to remap (which would then let you use non recolourable textures on top of remapping the vertex colours)
...
Hope it helps.
Thanks for these detailed thoughts. I'll take a moment to digest and then see where I get to.
This is the lobby system we've been struggling with. Taking good pictures of a dark game from within Unity is a pain to say the least:
using UnityEngine;
using System.Collections;
public class Bullshot : MonoBehaviour
{
public int bullshotLevel=4;
void Update()
{
if (Input.GetKeyDown(KeyCode.F5))
{
string screenshotname = "Bullshot " + System.DateTime.Now.ToString() + ".png";
screenshotname = screenshotname.Replace("/", "_").Replace(":", ".");
Application.CaptureScreenshot(screenshotname, bullshotLevel);
print(screenshotname + " Saved");
}
}
}
You can create your own bullshots as direct screengrabs from a running unity game, then tweak the gamma in an external editor;
Stick this on your camera, and in game hit F5 to dump a 4x res screenshot into your project folder root directory - the bullshot level is a public var so you can lower it - 1 will grab you a native res screengrab (but if you're grabbing for promo purposes, why not supersample bullshot like the big guys do??? )Code:using UnityEngine; using System.Collections; public class Bullshot : MonoBehaviour { public int bullshotLevel=4; void Update() { if (Input.GetKeyDown(KeyCode.F5)) { string screenshotname = "Bullshot " + System.DateTime.Now.ToString() + ".png"; screenshotname = screenshotname.Replace("/", "_").Replace(":", "."); Application.CaptureScreenshot(screenshotname, bullshotLevel); print(screenshotname + " Saved"); } } }
Edit: is this the correct thread for this?
:lol This is amazing Does it work inside the editor as well? If I attach it to a camera while working on the maps, but not actually playing? Our game is a third person game but I need free-flying bullshots for the info menu you saw above.You can create your own bullshots as direct screengrabs from a running unity game, then tweak the gamma in an external editor;
Stick this on your camera, and in game hit F5 to dump a 4x res screenshot into your project folder root directory - the bullshot level is a public var so you can lower it - 1 will grab you a native res screengrab (but if you're grabbing for promo purposes, why not supersample bullshot like the big guys do??? )Code:using UnityEngine; using System.Collections; public class Bullshot : MonoBehaviour { public int bullshotLevel=4; void Update() { if (Input.GetKeyDown(KeyCode.F5)) { string screenshotname = "Bullshot " + System.DateTime.Now.ToString() + ".png"; screenshotname = screenshotname.Replace("/", "_").Replace(":", "."); Application.CaptureScreenshot(screenshotname, bullshotLevel); print(screenshotname + " Saved"); } } }
Would you mind going into some details on how you did this?Going to PAX East this past weekend has gotten me inspired, so I've been prototyping a bunch.
Does it work inside the editor as well?
Cool, I'll check it outThe docs suggest it does, but then goes on to talk about creating a specific editor window just for doing so - I haven't tried myself, but I'd assume adding [ExecuteInEditMode] and making sure you have the game window selected would work though...?
If I'm grabbing screenies, I usually don't manually grab, I'll put capturescreenshot on a timer and just play for a bit, then go through and pick out the better looking ones
Would you mind going into some details on how you did this?
I just wrote a follower script, but it's pretty bare bones compared to this. I only move the followers when the player is moving and they target the space behind their leader. It's a congo line of characters for an RPG.
Your follower doesn't seem to be using the player inputs to navigate itself. It takes a tiny shortcut and still falls appropriately. It also handles much more advanced movement/animation with the jumping and falling.
I'm new here, but if you don't mind me asking, are you using Flash for your NPC animations? The textures look great!I did something that I've wanted to do for a long long long long long time
I reworked my low level mutants from the early game area. They can now do a bunch more stuff and have more complicated behavior. They can drop off cliffs, navigate slopes, do melee attacks, have aggro and non aggro states.. All stuff they lacked before. Hell, they didn't even have a turn around animation before.
I'm new here, but if you don't mind me asking, are you using Flash for your NPC animations? The textures look great!
What do you guys use to make gifs?
I did something that I've wanted to do for a long long long long long time
I reworked my low level mutants from the early game area. They can now do a bunch more stuff and have more complicated behavior. They can drop off cliffs, navigate slopes, do melee attacks, have aggro and non aggro states.. All stuff they lacked before. Hell, they didn't even have a turn around animation before.
I also added more impact blood.
They can also mutate. Each different type of zombie has at least one infested mutation that alters their behavior/abilities. In this case he gains a ranged attack.
What do you guys use to make gifs?
That animation looks disturbing, I love it. Been seeing this game in the thread for a while now, how long has it been in development so far; close to launching?
Hi everyone!
I'd like to share the game we've been working on at my own company for quite some time. It´s called Sorgina: A Tale of Witches.
It's a classic puzzle-platformer, aimed mainly at kids, based on the pretty unknown folklore / mythology of my region (Basque Country).
The main protagonist is a witch apprentice and as you progress in the game you unlock new magic abilities/skills (enlarge, reduce, move, freeze,...) to manipulate objects in the scenery and solve the puzzles.
Here are some screenshots:
The locations are based on real landmarks from our region for the most part, and as you can see we approached the style by using assets adapted to lowpoly and trying to keep a vibrant, bit cartoon touch, in order to keep it attractive for kids.
Development (in Unity) is pretty much finished and we are now trying to get the Greenlight on Steam. Hope you like it!
Please, if the links are not appropiate let me know and i´ll remove them.
Trailer: https://www.youtube.com/watch?v=Jp_YQWHalgc
Gameplay: https://www.youtube.com/watch?v=MT3HT_yQGJY
Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=879951991
If you have any questions about our development process or in terms of production or even about our folklore let me know, i´ll be happy to answer.
It looks really cool!
Looking at the screenshots I was a bit worried on the art style since assets are low poly and characters are high poly but in the trailer it looks good Voted on greenlight.
PD: I'm glad to see more Spanish devs here and I'm sure Basque mythology will be something new and exciting to most of us.
That animation looks disturbing, I love it. Been seeing this game in the thread for a while now, how long has it been in development so far; close to launching?
Maybe it's just me, but that mermaid's art sticks out like a sore thumb, just doesn't seem to fit with everything else. Do realistically proportioned people normally coexist with chibi bigheads? It could just be me, no offense intended at all.
...and those might actually be my last update for a while, as it appears the animation test from earlier successfully went through. Still a bit unreal, and I won't feel comfortable until the contract is fully signed and I've received my first assignment, but yeah, looks like I might have to put Pacha on hold for a while - I'm not sure I'll get the chance to make much progress on it in parallel to an actual animation job, but who knows! We'll see! New experiences, and all that!
Congrats, dude, that's awesome.
I did something that I've wanted to do for a long long long long long time
I reworked my low level mutants from the early game area. They can now do a bunch more stuff and have more complicated behavior. They can drop off cliffs, navigate slopes, do melee attacks, have aggro and non aggro states.. All stuff they lacked before. Hell, they didn't even have a turn around animation before.
I also added more impact blood.
They can also mutate. Each different type of zombie has at least one infested mutation that alters their behavior/abilities. In this case he gains a ranged attack.
What do you guys use to make gifs?
...and those might actually be my last update for a while, as it appears the animation test from earlier successfully went through. Still a bit unreal, and I won't feel comfortable until the contract is fully signed and I've received my first assignment, but yeah, looks like I might have to put Pacha on hold for a while - I'm not sure I'll get the chance to make much progress on it in parallel to an actual animation job, but who knows! We'll see! New experiences, and all that!
...and those might actually be my last update for a while, as it appears the animation test from earlier successfully went through. Still a bit unreal, and I won't feel comfortable until the contract is fully signed and I've received my first assignment, but yeah, looks like I might have to put Pacha on hold for a while - I'm not sure I'll get the chance to make much progress on it in parallel to an actual animation job, but who knows! We'll see! New experiences, and all that!
These are this week's animations for Pacha, basically the walk cycle edition:
...and those might actually be my last update for a while, as it appears the animation test from earlier successfully went through. Still a bit unreal, and I won't feel comfortable until the contract is fully signed and I've received my first assignment, but yeah, looks like I might have to put Pacha on hold for a while - I'm not sure I'll get the chance to make much progress on it in parallel to an actual animation job, but who knows! We'll see! New experiences, and all that!
...and those might actually be my last update for a while, as it appears the animation test from earlier successfully went through. Still a bit unreal, and I won't feel comfortable until the contract is fully signed and I've received my first assignment, but yeah, looks like I might have to put Pacha on hold for a while - I'm not sure I'll get the chance to make much progress on it in parallel to an actual animation job, but who knows! We'll see! New experiences, and all that!
Holy shit, congrats! I never doubted that'd happen for a moment
You're far and away talented enough. I'm excited to see what they have you do, even though it might be a long long while until we get to see.
Maybe it's too early to ask, but what does this mean for your patreon?
Congrats!
Looks great! didn't see that last update... congrats and hope everything works out for you.
If you have a strong passion on working on your own game in parallel, you will always find time to do it (I did that for my last game whilst working full time at a game studio for a few years)
So I've decided to work on the very beginning of my game and take a break from mechanics, level design, story arcs, ui... etc.
So past few days I have just wanting to get the first few minutes of the game right.
So I made the ship the planet and tried to get the image effects right. But... the thing that really brought it together was the music.
I'm really pleased with this. It may need EQing before release because I made it on headphones but it sets the scene well I think.
https://www.youtube.com/watch?v=dRumx3sOH40&feature=youtu.be
Edit: The music is the backdrop to the main character leaving the ship in the images and exiting in a landing pod and doing a slow circumference of the planetoid. Obviously things don't go well.
Also....
Massive congrats! I don't post much but it's been great to see your posts and to see your hard work pay off.
The TIFF file format is limited to 4GB. You'll need to save as something else if you can.I have a texture that needs some advanced distortion correction and PS won't save a TIFF file over 4GB (image is 19396x11322). Anybody have recommendations?
Win10/CC/NTFSThe TIFF file format is limited to 4GB. You'll need to save as something else if you can.
EDIT: wait, new versions of Photoshop support "BigTIFF". Check to see if you have to check an option box somewhere. FAT32 is also limited to 4GB max file size which might be a problem if you're saving to a SD card. What's your OS / Photoshop version / File System?