Thanks
Thank you, the animation are drawn I will be posting some gifs soonHow many metroid style games are in this thread now?
Looks really nice, are you animating the sprite with drawn frames or using pieces to make up the character?
Thank you, the animation are drawn I will be posting some gifs soonHow many metroid style games are in this thread now?
Looks really nice, are you animating the sprite with drawn frames or using pieces to make up the character?
Thanks for the kind words. Your ships need to be in a game. Finish ghost song so we can all play it and get after your ship game
The lighting didn't address all the 'flat' feel issues unfortunately. With our 3d ships, we had then lean into / tilt turns about 20 degrees. I tried tilting or scaling width of the 2d sprites thinking it would also help but it actually just makes the 2d ship instantly look paper thin -- paper mario style. In fact having the lighting shift actually amplifies the paper thin feel if you tilt the quad. The human eye is amazing at picking up the fact the lighting and perspective of the ship isn't changing on a tilt -- had to take a vid of it it looked so bad:
Also lost, moving to 2d ships, is having any parts rotating in the depth axis like we had the engine section rotating of our krex ship.
All in all I think moving to 2d ships is more practical for our small indie team and budget (lack thereof). I think with lighting and maybe a couple other tricks/tweaks it will be plenty 'good enough'. There are of course drawbacks on the 3d side as well. Zooming out to very small ships for long range battle for example, 3d models tend to alias and go jaggy even with moderate aa levels. All tradeoffs 3d vs 2d.
On another positive side for our game, I do think 2d ships are more artistically consistent with our aliens, intro, and story scenes.
Thanks missle. I like lower level topics too. Though, I'm guilty of posting shallow end-result screenshots looking for kudos or feedback. I guess the mix of both is what makes this thread what it is. I have to admit most of what I'm working on day to day isn't very worthy of a deep look from the dev perspective as it is just hooking up routine stuff and tweaking visual things.
I enjoy your posts a lot.... many have me really scratching my head trying to technically understand what you've done and how you did it
Actually there is a way to fake it but it takes time to do. I am not sure if you saw the Diablo III presentation sometime ago, I did something similar for testing and works fine, basically what you to is build a very very basic representation of your ship in 3d , for example you can make 3 planes and the one in the middle is a ^ seen from the front, so when you rotate a little bit your sprite you will feel like it has volume but actually is just a bunch of planes with some volume. I can't remember exactly from where I got the PPT presentation with videos showcasing all the D3 stuff, but the interesting part is about how they faked trees to look like paintings but are actually super low polys with perspective. If you want I can post it somewhere if no one else has it.
Glad you like it. I've recognized that you're also quite interested in how... Keep those posts coming, that's really interesting & informative! Will you do the signal processing in the retro engine via shaders / GPGPU? I assume CPU won't be fast enough for large resolutions..
Thanks
Thank you, the animation are drawn I will be posting some gifs soon
I'll definitely look into crazybump. I also want to look into an easiest method to make a 3d model from the sprite/normal for 3d printing and promo art material.
Question for the thread!
Im finally starting on a personal project, a tactics games that I can only kinda compare to xcom/fontmisson/banner saga ish systems. I'm an art guy, illustration and 3d mostly with some animation. Hilariouly over the top mech tactics customization are the basic ideas.
Say I want to start prototyping ideas in a 3d space. You know, figuring out grids and movement systems and all the fun math and probability bits that I have sitting in an spreadsheet and on paper. This is just a project I want to mess around with in potentially 3d, basic simple cubes and stuff nothing fancy. Just to see if I can do it/see if its actually fun.
I've got some experience with C#, Java and Html5. Small amounts, granted. but I think its enough to maybe start something. Any suggestions what I should be looking for as far as engine goes? I've got no idea where to actually start.
There's actually multiple different types of colour blindness and it is really hard to be able to cover all of them - Red/Green colour blindness is the most common, but it actually ranges to full on 'can only see in greyscale'.
What you see most pattern matching games use (match 3 puzzle games for example) is to have optional symbol recognition in addition to just colours.
Depending on how much you want to cater for player ease of usability (which is sounds like you already are to some extent by adding colour pattern recognition as an alternative to an audio based puzzle) would be to add some symbolic recognition as well, or to offer an alternative means of progression for people who literally cannot solve that puzzle (some sort of resource cost to bypass, or some sort of time gating that lets someone brute force it if they've been there too long or whatever).
Without knowing the specifics of your puzzle, I can't be more specific with alternative solutions, but most puzzles introduced to non-puzzle genre games designed to be time gates (road bumps) for content, rather than gateways (road blocks).
From what I've seen of your game, it seems to be a metroidvania style platformer, so perhaps you could offer an alternative method of bypass that relies on a different player skill; so let people who want to use congitive skill solve a puzzle, but have an optional miniboss who drops the player solution to allow for a reflexive skill solution as well?
Do I have to pay for using this interface?Speaking of GPGPU, I went to a CUDA presentation/class this week. CUDA is nVidia's platform/programming model that lets you write code to run on GPUs instead of CPUs. They showed us the C/C++ interface. You can quite easily write a chunk of code which then gets scaled to tons of different "blocks" and "threads" in the GPU. ...
Question for the thread!
Im finally starting on a personal project, a tactics games that I can only kinda compare to xcom/fontmisson/banner saga ish systems. I'm an art guy, illustration and 3d mostly with some animation. Hilariouly over the top mech tactics customization are the basic ideas.
Say I want to start prototyping ideas in a 3d space. You know, figuring out grids and movement systems and all the fun math and probability bits that I have sitting in an spreadsheet and on paper. This is just a project I want to mess around with in potentially 3d, basic simple cubes and stuff nothing fancy. Just to see if I can do it/see if its actually fun.
I've got some experience with C#, Java and Html5. Small amounts, granted. but I think its enough to maybe start something. Any suggestions what I should be looking for as far as engine goes? I've got no idea where to actually start.
Not that I know of, there should be a billion documents and downloads around the nVidia site for everything CUDA: https://developer.nvidia.com/cuda-toolkitDo I have to pay for using this interface?
Hmm, yeah, I figured I'd have to resort to symbol recognition. In the interest of variation, I've already got other kinds of trials in the game besides this one, so I don't want to change what it is too much. Thanks for the feedback!
If I use color matching going forward, it'll probably just be two-colored instead of using five like this one to make things simpler.
They mentioned this briefly as a crazy new extension, I think.^ Definitely an option for the future now that one can use proper C/C++ data
structures referencing any memory in the whole system without the need to
copy them over. Ha! Nice. People will start to (abuse) program almost
anything on a GPU, i.e. trees etc. So implementing complex data structures are
now possible on nvidia hardware. Good.
Again, just looking at your posted image to second guess your mechanics, you already have 2 of the 5 gravestones with iconic centrepieces - you could potentially have all 5 with a different icon, and then clues as to the correct icon as part of the puzzle?
Alternatively you could 'texture' the gravestones in such a way that you provide iconic clues in addition to the colour, so one would be 'plain', one would be horizontally striped, one vertically striped, one crosshatched, and one tiled? Or maybe use the shape of the headstone to provide that symbol recogntion, although this obviously would make them all look a lot less 'gravestoney', if you see what I mean.
Not to mention the GPUs memory is much faster.They mentioned this briefly as a crazy new extension, I think.
The basic (most widely supported? most common?) functionality still uses steps to copy data from system memory to GPU memory and vice versa. I like that anyway since you have better control and can do your allocation/free/copy exactly when you want to. It's very simple, similar to the normal C memcpy() call anyway.
IMO thats a really good solution
Unity is probably your best bet, but for early prototyping I'd actually recommend doing it in the real world. Buy some miniatures (Heroclix work great for this), pick up a grid or hex map, and play your game, using spreadsheets, calculators, notebooks, or whatever you need to keep track of any of the complicated mechanics that make your game better suited to digital release. This is by far the easiest and quickest way to prototype, from my experience. Good luck with your project!
Mess around with Unity to prototype and see if perhaps you want to move after.
Unity is still the fastest way to prototype, IMO.
Hey, indies need music too.
I was just randomly checking out Newgrounds today and remembered they have a free music section. That could come in handy.
My post was in the wrong thread, lol. Not the previous post, my bad!
The games are Jesh and Super Zombie Poop 2K, and both are on Steam Greenlight. You can see brief information and trailers for each at http://m07games.com/
Is Unity generally seen as a lower end engine you wouldn't want to stick with for a finished product, or is it fine and it just happens to also be good for prototyping?
Given you're moving to 2D 'faked 3D' because its faster to generate a volume of assets, would it make more sense to actually model the occasional asset for promo / 3D printing work instead?
It would mean redoing the same assets you choose for promo use twice, once in 2D and once in 3D, but I can't help feeling the results would be much nicer that way, and promo stuff never has to obey the same polycount etc as promo material pre-renders do, so you could go all out with that.
I like!feep said:Been awhile since I shared some music!
SOME MUSIC
I like this too. just when I thought it may be a tad sleepy and then the rock stuff kicked in. good buildup.ashodin said:I raise you some music!
https://soundcloud.com/showmeyourske...n-the-apexicon
Looks pretty cool on its own! You guys have some real momentum going. :+
We've gotten to the point where I'm trying to insert money into the screen and it's not taking it.
Thanks for the input. I did see some d3 stuff about how they did some amazing looking stuff w low poly/planes. There are definitely methods to fake it w/ enough effort put into it. I mainly posted that paper thin tilting gif to show how easily the human eye sees paper thin when just tilting the quad on the depth axis. I've started playing w a subtle width scale w/o tilting and the effect while subtle gives pretty nice result.
I am having problems with self shadowing too, it looks 3d but I can't find an easy cheap way to fake self shadowing in my ships.
Cool. Haven't seen many Rampage-types around! Interesting genre to go after.
I have a question, I've been struggling with one thing that you are also facing by looking at the images. Once you generate your normal map and illumitate it, it works but there is a flaw , for example if your ship has a tower in the middle, there should be a casting shadow over the rest of the ship , the current technique works nicely as long as you have somehow flat structure, but once you add like a bridge in a carrier the shadow will not come up with normal maps because the bridge is way higher than the rest of the sprite, do you have a solution for that? I am having problems with self shadowing too, it looks 3d but I can't find an easy cheap way to fake self shadowing in my ships.
I'm still tweaking our sprite lighting system and have now gone with a hybrid system between a Parallax-Diffuse and SpriteLamp type lighting.
The issue you are facing I think is two fold:
1. The way you are creating your normalmap looks like standard single image approach like feeding the base image into crazybump or other tool? The SpriteLamp/Kencho approach is to manually create greyscale lighting images from multiple angles (top/left/right/bottom) and then the normalmap is created from those images. The results are much better and can be artistically tweaked for how much shadow you want from something in the sprite. The drawback of course is upping the artwork effort fairly dramatically.
Example input images from SpriteLamp (images your artist creates):
example virtual 3d lighting on sprite w/ the normal it created:
2. Using just the SpriteLamp/Kencho type of lighting you are lacking any displacement/height mapping. For cell shaded flat look it works, but we really wanted to be able to tilt sprites in the depth axis and have the light adjust as if there really was geometry.
You have two options of for displacement that I'm aware of:
a. Virtual displacement mapping aka Parallax mapping:
http://en.wikipedia.org/wiki/Parallax_mapping
b. Surface displacement mapping (like making a terrain but with a surface shader).
I've tried both methods and for our use I think we will be able to get away w option A. Option B can give you a bit more realistic of a look, but geometry will go up dramatically. The basic idea is a tessellation displacement shader will take a plane (or other any mesh) and subdivide it to smooth the geometry enough to warp the mesh to a height-map. So you end up w real geometry from a sprite's height-map info. IMO, for our use it is overkill and the end result isn't that great until you use really high levels of tessellation and the geometry at that point is insane considering you started w a quad or plane.
Hope this helps. Here is a gif of our current hybrid spritelmap-like/parallax.
Tilt:
Rotate:
gif compression is a bit much to look at lighting. youtube links:
https://www.youtube.com/watch?v=fSivgCV2ZkA&feature=youtu.be
https://www.youtube.com/watch?v=rNjEV8p5MFE&feature=youtu.be
Credit where credit is due:
SpriteLamp: http://snakehillgames.com/spritelamp/
Kencho -- similar to spritelamp, bit simpler (less inputs) tweaked for unity: http://kencho-dev-blog.blogspot.com.es/2014/01/cel-shaded-sprites-in-unity3d-43-and.html
and thanks klaus for pointing me toward parrallax difuse shader for heighmapping.
I'm still tweaking our sprite lighting system and have now gone with a hybrid system between a Parallax-Diffuse and SpriteLamp type lighting.
The issue you are facing I think is two fold:
1. The way you are creating your normalmap looks like standard single image approach like feeding the base image into crazybump or other tool? The SpriteLamp/Kencho approach is to manually create greyscale lighting images from multiple angles (top/left/right/bottom) and then the normalmap is created from those images. The results are much better than my previous one, and can be artistically tweaked for how much shadow you want from something in the sprite. The drawback of course is upping the artwork effort fairly dramatically.
Example input images from SpriteLamp (images your artist creates):
example virtual 3d lighting on sprite w/ the normal it created:
2. Using just the SpriteLamp/Kencho type of lighting you are lacking any displacement/height mapping. For cell shaded flat look it works, but we really wanted to be able to tilt sprites in the depth axis and have the light adjust as if there really was geometry.
You have two options of for displacement that I'm aware of:
a. Virtual displacement mapping aka Parallax mapping:
http://en.wikipedia.org/wiki/Parallax_mapping
b. Surface displacement mapping (like making a terrain but with a surface shader).
I've tried both methods and for our use I think we will be able to get away w option A. Option B can give you a bit more realistic of a look, but geometry will go up dramatically. The basic idea is a tessellation displacement shader will take a plane (or other any mesh) and subdivide it to smooth the geometry enough to warp the mesh to a height-map. So you end up w real geometry from a sprite's height-map info. IMO, for our use it is overkill and the end result isn't that great until you use really high levels of tessellation and the geometry at that point is insane considering you started w a quad or plane.
Hope this helps. Here is a gif of our current hybrid spritelmap-like/parallax.
Tilt:
Rotate:
gif compression is a bit much to look at lighting. youtube links:
https://www.youtube.com/watch?v=fSivgCV2ZkA&feature=youtu.be
https://www.youtube.com/watch?v=rNjEV8p5MFE&feature=youtu.be
Credit where credit is due:
SpriteLamp: http://snakehillgames.com/spritelamp/
Kencho -- similar to spritelamp, bit simpler (less inputs) tweaked for unity: http://kencho-dev-blog.blogspot.com.es/2014/01/cel-shaded-sprites-in-unity3d-43-and.html
and thanks klaus for pointing me toward parrallax difuse shader for heighmapping.
in few days(=few hours) i passed from this(lol)
to this(sort of Vanillaware style)
It's not definitive(i was just a test, not a game asset), i still have to improve the foliage, but i think it can be considered a decent start right?
Hi Friken,
By the way, I played a little bit with the idea and tried to write a parallax shader but found that it will force me to draw so many more images , like your case top/down and left/right images, that seems to be a lot of work for so many ship module parts I have, so I ended up cutting some corners and used only the height map I am using with a normal map, but added a little twist inside the shader and this is what I have now which looks a lot better than my previous attempt, and I only have to use a height map. Same idea as parallax normal map but using only a height map stored in the alpha channel of my normal map.
On top of that I could add a soft shadow, it gets darker where the shadow starts compared to the end.
please ignore the jumpiness of the gif, the original runs at 60FPS but I could only capture at half the framerate with the GIF capture program I use, didn't work so well