Check it out!
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
Check it out!
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
Check it out!
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
That's awesome, hopefully it'll result in a big bump.Check it out!
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
Diablo style is almost exactly what I'm going for although I didn't know that until you brought it up! I plan on doing a lot of the noises, the way I see it, that's half the fun
Meanwhile....
Check it out!
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
Well, thanks for your previous post. I'll show the problems I'm having with ordered dithering on my end, and see what you think. Getting dithering to occur in-and-of-itself isn't the core of my problem, the Wiki article's pseudo-code was pretty helpful in that regard. My issue stems from getting it to look clean, like the image you've posted.Meanwhile....
Thanks everyone! Games been selling pretty good on iOS. Android is just....bad. Something like 5-10% iOS sales.
Still not quitting the day job .
Congratulations, glad to hear its selling well! That's all I hear about Android. That, and the piracy is pretty crazy. So, are you not quitting your day job because you've made so much money on sales that it has affected your decision making?Thanks everyone! Games been selling pretty good on iOS. Android is just....bad. Something like 5-10% iOS sales.
Still not quitting the day job .
Congratulations, glad to hear its selling well! That's all I hear about Android. That, and the piracy is pretty crazy. So, are you not quitting your day job because you've made so much money on sales that it has affected your decision making?
So guys, I have a question. I'm working with a group on a small game as a school project, and I was having a discussion about how to start with out level layout.
The game is heavily story driven, so the idea some of us had including myself was that we should first plan out what happens in the level before actually creating the block level.
Now this other guy feels that the block level should be created first, and then the story. What do u guys think?
So guys, I have a question. I'm working with a group on a small game as a school project, and I was having a discussion about how to start with out level layout.
The game is heavily story driven, so the idea some of us had including myself was that we should first plan out what happens in the level before actually creating the block level.
Now this other guy feels that the block level should be created first, and then the story. What do u guys think?
Is there any action or puzzles in the game that actually depend on the layout of the level, or is it just for feels?So guys, I have a question. I'm working with a group on a small game as a school project, and I was having a discussion about how to start with out level layout.
The game is heavily story driven, so the idea some of us had including myself was that we should first plan out what happens in the level before actually creating the block level.
Now this other guy feels that the block level should be created first, and then the story. What do u guys think?
I've replied in your thread, but I just wanted to add here in this thread that showing off your campaign before it goes live is never a bad idea. We've got some God-tier developers in this thread, many of whom have run successful crowd-funding campaigns of their own. When I run my own campaign, I'll be begging for their opinions on it before it goes live. Best of luck Darkness!Trying to get some feedback on my game. Please share if you can.
http://m.neogaf.com/showthread.php?t=802920
I want to add a partial exception to my previous answer: there can be reasons to draw up rough plans of the level before the story / content planning is anywhere near done. One reason would be if you want to emphasize a sense of real place. Then you might first lay out the location (a mansion, for instance) in a realistic or semi-realistic way, and fit the level flow into it, possibly making some modifications on the way (e.g. adding walls, fences, deciding that a particular door is locked) to limit or increase the player's movement choices and force certain paths.The game is heavily story driven, so the idea some of us had including myself was that we should first plan out what happens in the level before actually creating the block level.
Now this other guy feels that the block level should be created first, and then the story.
I've replied in your thread, but I just wanted to add here in this thread that showing off your campaign before it goes live is never a bad idea. We've got some God-tier developers in this thread, many of whom have run successful crowd-funding campaigns of their own. When I run my own campaign, I'll be begging for their opinions on it before it goes live. Best of luck Darkness!
Anyone currently messing with Unity on Vita? I got all registered and set yesterday but can't touch it till my Windows PC comes back.
Dither For Life
Make her animated and I will kneel, haha.
Dither For Life
This! :+Yeah man! Double-classic!! Just need to work in the utah teapot and you're set!
Nope, it's the real deal. A linear congruent generator goes straight into the
Is this a two pass shader? One for the hatch, one for the color? If so, that's cheating If not... damn.
Your are getting there! :+ Mind giving me the original RGB picture, want to... This is what it looks like now:
Which isn't too bad. I'm gonna mess around with the palette and the gamma correction a little bit. ...
You can use it if you have understood how it works. Well, dithering isn't so... Do you mind if I borrow your bucket analogy in the future? I actually found that quite helpful.
Thanks everyone! Games been selling pretty good on iOS. Android is just....bad. Something like 5-10% iOS sales.
Still not quitting the day job .
Dither For Life
This! :+
Nope, it's the real deal. A linear congruent generator goes straight into the
dither generator manipulating its threshold delivering an index for the right
color to shade the pixel with. xD
Your are getting there! :+ Mind giving me the original RGB picture, want to
dither around with it a little further. Well, I love dithering. My Retro Engine
will make use of it at its finest.
You can use it if you have understood how it works. Well, dithering isn't so
well explained on the web, just some standard cases with some cool stuff
locked away in papers. It's difficult for people to dither for example on an
index table like a color palette for example. However, the little explanation
I've given is a powerful one. With it you can dither the whole planet!
Here we go...
constant
Bayer 2x2
random
artistic
D ... like Dither!
Yeah...
I'm interested in what the waveform is as well.If we extract the waveform from the artistic dither will we hear a secret message?
At the moment, in terms of a straightforward 2x2 bayer dither like mine, it makes total sense. In terms of the Gameboy palette, there are four buckets in a line. The threshold determines if the current pixel belongs in the next bucket in the line, or the one it currently is in, based on a modulus operation on the x/y co-ords of the colour components sampled over the threshold map.Nope, it's the real deal. A linear congruent generator goes straight into the dither generator manipulating its threshold delivering an index for the right color to shade the pixel with... You can use it if you have understood how it works.
My image was taken in-game, I didn't dither a static frame. Feel free to grab any of the screenshots on my website and play around. I'll look forward to seeing the magic you'll weave!... Mind giving me the original RGB picture, want to dither around with it a little further...
I have concluded scientifically that your new video is 2,156% better than your previous one. Great job Darkness! It feels very indie, but it conveys the game in a significantly better way, and I understand what Skullforge is about now. Name dropping the classics at the start grabbed my attention (Secret of Evermore 4 Life) but seeing the combat system and hearing you explain everything is what makes it all work so well. Good luck with the campaign moving forward, I hope it all goes well!Hey everyone. Just wanted to show off our new video before I head off to work.
https://www.kickstarter.com/projects/649312251/skullforge-the-hunt?ref=live
I think this one works better and explains the game in a simple way. Hope you like it.
So uh, if anyone else uses DFGUI with Unity:
The proxy property/data binding does not check if the control is enabled/visible, so it tries to update every frame, which can lead to all sorts of errors as it tries to access data that might not exist yet/no longer exists.
Thankfully, it was a pretty easy fix to make.
Yeah I read that the Rust dev's are switching (or have switched) from NGUI to DFGUI. I haven't done much reading on it. Have you used both? How do they compare?
I have concluded scientifically that your new video is 2,156% better than your previous one. Great job Darkness! It feels very indie, but it conveys the game in a significantly better way, and I understand what Skullforge is about now. Name dropping the classics at the start grabbed my attention (Secret of Evermore 4 Life) but seeing the combat system and hearing you explain everything is what makes it all work so well. Good luck with the campaign moving forward, I hope it all goes well!
I got my publisher license yesterday and tested a game build on the Vita.
The build process is pretty fiddly at the moment, and the key generation sometimes fails for no reason, but you just have to try again.
Also, first run loading another level took a really long time (like two minutes or something, where you have absolutely no feedback from the device on what's happening), but that was mitigated the next runs, where it was like 5 seconds.
Need to experiment more.
So uh, if anyone else uses DFGUI with Unity:
The proxy property/data binding does not check if the control is enabled/visible, so it tries to update every frame, which can lead to all sorts of errors as it tries to access data that might not exist yet/no longer exists.
Thankfully, it was a pretty easy fix to make.
Not yet, needed to check how it influenced the rest of the game first, see if it introduced new bugs/weird behaviour.I actually have DFGUI and I planned on using it for my next GUI. Thanks for the heads up -- did you alert the devs so they can fix it? They seem pretty active on their forums.
Hopefully if I run up against this, I'll remember this is here.
I have concluded scientifically that your new video is 2,156% better than your previous one. Great job Darkness! It feels very indie, but it conveys the game in a significantly better way, and I understand what Skullforge is about now. Name dropping the classics at the start grabbed my attention (Secret of Evermore 4 Life) but seeing the combat system and hearing you explain everything is what makes it all work so well. Good luck with the campaign moving forward, I hope it all goes well!
Congrats! :+Check it out!
https://twitter.com/AppStore/status/456089175268536320
Hopefully this will be a big bump in sales...
Really funny! For PS3, too?Launched a Easter event for my game today:
https://www.youtube.com/watch?v=_CoKCSQGDKY
It features randomly generated bunny masks that you can find in randomly generated giant eggs.
And that's not even a fraction of what's coming. Ha!...
YES!!
Dude, you got skills!
I'm pretty sure you will here something.If we extract the waveform from the artistic dither will we hear a secret message?
Which is already known.I'm interested in what the waveform is as well.
Is it the answer to Life, the Universe and Everything?
The standard work is Digital Halftoning by Robert Ulichney. Pretty good.... However, in terms of being able to freely manipulate the process like yourself, I'm still getting my head around the specifics. Modulus operated thresholds are still abstract to me, frankly. I'm reading up on it as much as I can, and have found a couple of excellent write ups that break down different methods and ways to dither, and why it functions as it does. I suspect it'll be a while before I understand completely. ...
Will do more so if I come back to dithering within my engine. I've worked out... My image was taken in-game, I didn't dither a static frame. Feel free to grab any of the screenshots on my website and play around. I'll look forward to seeing the magic you'll weave!
Odd, my scientific calculation says it is 3,057% better. Joking aside, way to go eDarkness! I know how hard it is to put blood sweat and tears into something and get nothing but crickets chirping -- terrible feeling. Taking the hard look at it, listening to feedback, and revising the pitch paid off. I think the redo of the video is a massive improvement and I look forward to hearing how it gets your ks back on track to successful funding!
Hey Indie folk, Noaksey again it's been a while, everytime I log on to NeoGAF a ton of things have happened and it's like what the hell!
Just to reintroduce myself I am an Indie Blogger / YouTuber really keen to showcase Indie stuff on my blog / channel as much as I can
Check out my site http://Noaksey.com and click the Contact Me, form if you have a project you want to showcase or like free feedback on
Maybe hopefully you guys will recognize me one day >.<
Cheers for reading this
Noaksey
http://about.me/Noaksey
Thanks, man. The biggest problem is getting coverage. Can't even get noticed by indie games sites. But we're working on it.
I updated the Skullforge Kickstarter page. It's a lot cleaner and more direct.
https://www.kickstarter.com/projects/649312251/skullforge-the-hunt