• What are you working on?
    5,004 replies, posted
[QUOTE=polkm;49644189]my normals didn't have negative values, I feel like a dip but I'm suprised it still worked that well. [t]http://i.imgur.com/ZZnsphj.png[/t] corrected[/QUOTE] this is going to look gorgeous with shadows
[QUOTE=polkm;49644189]my normals didn't have negative values, I feel like a dip but I'm suprised it still worked that well. [t]http://i.imgur.com/ZZnsphj.png[/t] corrected[/QUOTE] Is this all still in LÖVE?
[QUOTE=Em See;49639937]This is trivial to solve, and most of the fleshed out exporters in Blender have an axis conversion option. Blender itself is right handed Z-up iirc.[/QUOTE] This actually never worked for me in the current Blender version under DAE or FBX, the two model formats I use the most. Maybe I'm doing it wrong, I'm not sure.
[QUOTE=polkm;49644189]my normals didn't have negative values, I feel like a dip but I'm suprised it still worked that well. [t]http://i.imgur.com/ZZnsphj.png[/t] corrected[/QUOTE] How do you calculate those normals for a 2D environment?
quick and dirty ambient occlusion just because I can, I'm not so sure about those wall lines though [t]http://i.imgur.com/GDcXiUU.png[/t] [editline].[/editline] [QUOTE=Asgard;49644716]How do you calculate those normals for a 2D environment?[/QUOTE] I can because it's not really 2D really. I have the 3D position of each pixel because that's how I render it in the first place. I'm calculating the normal be taking a normalized 3x3x3 kernel sum of the empty voxels around the point.
[QUOTE=polkm;49644836] I can because it's not really 2D really. I have the 3D position of each pixel because that's how I render it in the first place. I'm calculating the normal be taking a normalized 3x3x3 kernel sum of the empty voxels around the point.[/QUOTE] So do you generate a 2D map with heights and then draw it in this style?
[QUOTE=Asgard;49644925]So do you generate a 2D map with heights and then draw it in this style?[/QUOTE] Yes, I exaggerated it here so you can see [t]http://i.imgur.com/SWNGZDv.png[/t]
[QUOTE=polkm;49644836]quick and dirty ambient occlusion just because I can, I'm not so sure about those wall lines though [t]http://i.imgur.com/GDcXiUU.png[/t] [editline].[/editline] I can because it's not really 2D really. I have the 3D position of each pixel because that's how I render it in the first place. I'm calculating the normal be taking a normalized 3x3x3 kernel sum of the empty voxels around the point.[/QUOTE] You could throw out the AO factor for surfaces with a normal that is perpendicular to the floor?
[QUOTE=polkm;49645073]Yes, I exaggerated it here so you can see [t]http://i.imgur.com/SWNGZDv.png[/t][/QUOTE] Nice! Is the shape hand-made?
[QUOTE=Asgard;49645102]Nice! Is the shape hand-made?[/QUOTE] For this example yes, I use a mask image, but it can handle arbitrary shapes. [t]http://i.imgur.com/WsJweqA.png[/t] I just have to define where the floor is and isn't and the algos do the rest. [QUOTE=srobins;49645097]You could throw out the AO factor for surfaces with a normal that is perpendicular to the floor?[/QUOTE] I've tried that and it works well, except I don't get nice gradients going up the wall from the bottom, which I like.
[QUOTE=polkm;49645148]For this example yes, I use a mask image, but it can handle arbitrary shapes. [t]http://i.imgur.com/WsJweqA.png[/t] I just have to define where the floor is and isn't and the algos do the rest. I've tried that and it works well, except I don't get nice gradients going up the wall from the bottom, which I like.[/QUOTE] Weird, I meant to edit the post and say it's a bad idea, but FP broke. Wouldn't that also mean that the vertical parts of the floor tiles would lose their AO as well?
[QUOTE=polkm;49645148] I've tried that and it works well, except I don't get nice gradients going up the wall from the bottom, which I like.[/QUOTE] Wouldn't that be fixed by using the same kernel sampling trick? Sampling around the position to get an average normal, then you can discard it only when it's truly perpendicular Also is your terrain generation shader on shadertoy technologically similar in the basics of rendering as your dungeon game? Or is it something completely different?
Managed to add depth to the walls using a very hacky method. I feel like I need to clean all the code before I write anything more or else I'll never be able to untangle it later. Shadows are going to require like 4 more shaders being aded to the pipline so I need to do that first. [t]http://i.imgur.com/bNtWNfn.png[/t]
[QUOTE=polkm;49646865]Managed to add depth to the walls using a very hacky method. I feel like I need to clean all the code before I write anything more or else I'll never be able to untangle it later. Shadows are going to require like 4 more shaders being aded to the pipline so I need to do that first. [t]http://i.imgur.com/bNtWNfn.png[/t][/QUOTE] Sorry if you've already posted it here but what is this going to end up being? looks really great so far.
Today I decided to start working on the rough beginnings of a day/night cycle. I still haven't found a good tutorial on cascaded shadow maps, so there aren't any real shadows shown here. [quote][vid]https://my.mixtape.moe/cgurcf.mp4[/vid][/quote] Not much else so far, I have much more I intend to do.
its so sharp it looks like you're just darkening and brightening the screen
[IMG]http://i.imgur.com/vPdZJAu.png[/IMG] [I]"We have to get rid of the evidence, Eugene"[/I]
my game is going for a retro-arcade game aesthetic and I had this really cool shader that simulated a CRT monitor complete with screen bulge. It's not as cool when I realize that the bulge might actually be affecting aiming and enemy's actual positioning on a micro level. I'm kinda stuck here. I can't decide if it should be clean as possible and void of "gimmick" filters, or if those effects really add some sorta charm and unique visual identity to it. [editline]1st February 2016[/editline] I have steps in it that make it look extra aliased and really in-line with what an old game what look like- but is that really a good thing?
[QUOTE=General J;49648281]my game is going for a retro-arcade game aesthetic and I had this really cool shader that simulated a CRT monitor complete with screen bulge. It's not as cool when I realize that the bulge might actually be affecting aiming and enemy's actual positioning on a micro level. I'm kinda stuck here. I can't decide if it should be clean as possible and void of "gimmick" filters, or if those effects really add some sorta charm and unique visual identity to it. [editline]1st February 2016[/editline] I have steps in it that make it look extra aliased and really in-line with what an old game what look like- but is that really a good thing?[/QUOTE] If you make something and you think it doesn't work, throw it away and move on.
[QUOTE=General J;49648281]my game is going for a retro-arcade game aesthetic and I had this really cool shader that simulated a CRT monitor complete with screen bulge. It's not as cool when I realize that the bulge might actually be affecting aiming and enemy's actual positioning on a micro level. I'm kinda stuck here. I can't decide if it should be clean as possible and void of "gimmick" filters, or if those effects really add some sorta charm and unique visual identity to it. [editline]1st February 2016[/editline] I have steps in it that make it look extra aliased and really in-line with what an old game what look like- but is that really a good thing?[/QUOTE] Super Amazing Wagon Adventure does this, and it works well because you can move the crosshair directly onto enemies instead of just choosing a direction. The effect is completely optional though (but on by default iirc). [editline]1st February 2016[/editline] [QUOTE=geel9;49642757]Generally if I sleep it's because I need to give an external API time to handle something.[/QUOTE] What kind of API is there anyway that would require you to sleep (outside of real-time programming)? The only kind that comes to mind is UDP if you're waiting on a server to come up (or a reliability layer, but I personally would likely mostly use event timers for that). Even if you launch a separate process, you can still wait on that generally speaking, and otherwise there [I]should[/I] be some kind of mutex you can use for synchronisation.
[QUOTE=Tamschi;49648610]Super Amazing Wagon Adventure does this, and it works well because you can move the crosshair directly onto enemies instead of just choosing a direction. The effect is completely optional though (but on by default iirc). [editline]1st February 2016[/editline] What kind of API is there anyway that would require you to sleep (outside of real-time programming)? The only kind that comes to mind is UDP if you're waiting on a server to come up (or a reliability layer, but I personally would likely mostly use event timers for that). Even if you launch a separate process, you can still wait on that generally speaking, and otherwise there [I]should[/I] be some kind of mutex you can use for synchronisation.[/QUOTE] Steam services. I generally allow my code to retry any HTTP request multiple times because steam is so fucking unstable. Many times you need to sleep between calls because steam has lengthy processes that can take a few seconds to take effect.
[QUOTE=Tamschi;49648610]Super Amazing Wagon Adventure does this, and it works well because you can move the crosshair directly onto enemies instead of just choosing a direction. The effect is completely optional though (but on by default iirc). [editline]1st February 2016[/editline] What kind of API is there anyway that would require you to sleep (outside of real-time programming)? The only kind that comes to mind is UDP if you're waiting on a server to come up (or a reliability layer, but I personally would likely mostly use event timers for that). Even if you launch a separate process, you can still wait on that generally speaking, and otherwise there [I]should[/I] be some kind of mutex you can use for synchronisation.[/QUOTE] The best way to explain it is: You shoot at the crosshair's position. But in some cases because of the screen bulge the path of the bullet was not going exactly where your crosshair was. I'm sure that there is a way to get it to work in my situation, but it'd probably be very complicated and not worth the effort. I think I'm going to stick to my original idea with it: Keep it but as a difficulty modifier. Would net you a slightly higher score since your visuals aren't as clean. [editline]1st February 2016[/editline] I've had really unhelpful experiences in the Creative Works thread in the past, so please put on your art caps for some feedback: Here's the moral dilemma: The game is retro arcade, so the art aesthetic should be ultra-minimal polygons and blocks, right? Well I just added this really fun laser weapon. Has a nice buildup sound and cool hum, etc. And originally the laser was a long green line (much like the enemy's lasers). However, I didn't feel like it was getting the point across that it was this badass laser-beam- it just felt like the player was swinging a giant block around. It also almost felt like it should definitely look different than the enemy's beams. So I took what it was, scratched up the edges, and made it to where the image flips frames a couples times a second and I'm really satisfied with the effect. Looks like Kylo Ren's lightsaber or something. But does it break the simple look of everything else? Is it too detailed? [thumb]http://i.imgur.com/DQHxn6s.png[/thumb]
[QUOTE=General J;49648911]The best way to explain it is: You shoot at the crosshair's position. But in some cases because of the screen bulge the path of the bullet was not going exactly where your crosshair was. I'm sure that there is a way to get it to work in my situation, but it'd probably be very complicated and not worth the effort. I think I'm going to stick to my original idea with it: Keep it but as a difficulty modifier. Would net you a slightly higher score since your visuals aren't as clean. [editline]1st February 2016[/editline] I've had really unhelpful experiences in the Creative Works thread in the past, so please put on your art caps for some feedback: Here's the moral dilemma: The game is retro arcade, so the art aesthetic should be ultra-minimal polygons and blocks, right? Well I just added this really fun laser weapon. Has a nice buildup sound and cool hum, etc. And originally the laser was a long green line (much like the enemy's lasers). However, I didn't feel like it was getting the point across that it was this badass laser-beam- it just felt like the player was swinging a giant block around. It also almost felt like it should definitely look different than the enemy's beams. So I took what it was, scratched up the edges, and made it to where the image flips frames a couples times a second and I'm really satisfied with the effect. Looks like Kylo Ren's lightsaber or something. But does it break the simple look of everything else? Is it too detailed? [thumb]http://i.imgur.com/DQHxn6s.png[/thumb][/QUOTE] You could try making it flash rapidly on and off, and adding a subtle moving pattern to the beam to give a clear impression of motion.
[QUOTE=General J;49648911]The best way to explain it is: You shoot at the crosshair's position. But in some cases because of the screen bulge the path of the bullet was not going exactly where your crosshair was. [...][/QUOTE] Normally you'd just use the undistorted screen for all IO and then apply the distortion to everything for display only. Any shots should hit the crosshair exactly as well as otherwise then.
[QUOTE=General J;49648911]The best way to explain it is: You shoot at the crosshair's position. But in some cases because of the screen bulge the path of the bullet was not going exactly where your crosshair was. I'm sure that there is a way to get it to work in my situation, but it'd probably be very complicated and not worth the effort. I think I'm going to stick to my original idea with it: Keep it but as a difficulty modifier. Would net you a slightly higher score since your visuals aren't as clean. [editline]1st February 2016[/editline] I've had really unhelpful experiences in the Creative Works thread in the past, so please put on your art caps for some feedback: Here's the moral dilemma: The game is retro arcade, so the art aesthetic should be ultra-minimal polygons and blocks, right? Well I just added this really fun laser weapon. Has a nice buildup sound and cool hum, etc. And originally the laser was a long green line (much like the enemy's lasers). However, I didn't feel like it was getting the point across that it was this badass laser-beam- it just felt like the player was swinging a giant block around. It also almost felt like it should definitely look different than the enemy's beams. So I took what it was, scratched up the edges, and made it to where the image flips frames a couples times a second and I'm really satisfied with the effect. Looks like Kylo Ren's lightsaber or something. But does it break the simple look of everything else? Is it too detailed? [thumb]http://i.imgur.com/DQHxn6s.png[/thumb][/QUOTE] I mean, the screen bulge shouldn't be an issue, as long as you do all the input and movement BEFORE the shader gets applied... But I'm pretty sure as long as you are using any normal game loop, this should already be happening. If the screen bulge doesn't suit you, just do a nice CRT line shader. That should be purely visual and wouldn't really mess with the screen size at all. Just make sure you have an option to turn it off.
Our global game jam game. Made my me and [URL="http://www.raxterworks.com/"]Raxter[/URL]. Music by [url=https://soundcloud.com/foreground-set]Foreground Set[/url] [B]Tai-Chi Trip[/B] with the HTC Vive. Sorry for the performance issues in the video. I have no idea how to video. I make video games. Not video videos shut up about it okay :( [IMG]http://i.imgur.com/ZBnkf8Z.png[/IMG] [vid]http://a.pomf.cat/qnpmwx.mp4[/vid] [vid]http://a.pomf.cat/nzsmfz.mp4[/vid]
[QUOTE=WrathOfCat;49647498]Sorry if you've already posted it here but what is this going to end up being? looks really great so far.[/QUOTE] Some kinda 2d demon souls with goofy physics based combat and random dungeons [editline].[/editline] Trying out rotating the camera realtime. Kinda fucky tbh but it's neet that the entire map can rerender that fast. [t]http://i.imgur.com/09gvt6X.gif[/t] [t]http://i.imgur.com/almvurF.gif[/t]
Getting back on track with Frost, testing with a buddy of mine. Silky smooth networking. [quote][vid]https://my.mixtape.moe/wfymhi.mp4[/vid][/quote] Ignore the cursor, and frame stutters, just the recorder I was using, and the fact I was playing from the Unity editor
[QUOTE=Map in a box;49647705]its so sharp it looks like you're just darkening and brightening the screen[/QUOTE] Yeah, I knew something was off too. Thankfully I think I'm on the right track right now. I oughta name my program sort of synonym for [I]constantly breaking something[/I] because I unknowingly broke yet another lighting effect trying to do that cycle. Will post progress later on.
Well, this collab project didn't start off very smoothly. :v: (We are two devs) [IMG]http://puu.sh/mShiH/6268d5200c.png[/IMG]
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