[QUOTE=Jackathan;47290143]Mine updated (and completed), but it says 0 byes/0 bytes
[IMG]http://i.imgur.com/Lj3Ena6.png[/IMG]
[editline]9th March 2015[/editline]
in-game it still says its v0.04 and theres no new continents or new levels in Ipsilon.
No new blocks either.[/QUOTE]
What steam skin are you using?
[IMG]https://lh6.googleusercontent.com/-GVdRPoqWVNA/VP4hmxB431I/AAAAAAAAAog/pLgsJYshJVI/s0/2015-03-09_23-41-29.png[/IMG]
Seems like someone pressed the wrong button.
[QUOTE=Jackathan;47290299][URL="http://forums.steampowered.com/forums/showthread.php?t=1914848"]PixelVision[/URL] (RIP)[/QUOTE]
[url=http://steamcommunity.com/groups/pixelvision2]Lich at work.[/url]
edit: Goddamn ninjas
[editline]10th March 2015[/editline]
Wooo, update's out! A wheel so huge you can attach blocks to its surface! Ball joint block for all your hip prosthesis needs! Torches to give your cars those extra mean-looking headlights! And cannons now shoot when on fire!
Nice.
Just attached a torch to a swivel joint and it rotated around flame-first to ignite the cannon beneath it. 10/10. Makes me wonder if there's gonna be level restrictions about not being allowed to use weapon/wheel hotkeys for example.
no new levels, but some interesting new blocks none the less.
Levels come with the big updates, they want the next big update to be ready 4-6 weeks from now and they'll be skipping the regularly scheduled small update inbetween to keep working on more infrastructure stuff.
I hope they add a cheat option for infinite cannon shots and flamethrower duration. They already have an option for invincible creations so why not, right?
Okay so the new blocks are:
- Ball joint
- Large wheel
- Small torch
[editline]10th March 2015[/editline]
Wheels now have an automatic mode where they'll run at full speed without any input
I'd love if they added fuel tanks, they would add more fuel to the vehicle for flamethrowers, but they'd explode like bombs if ignited.
Cannon balls that reload cannons when they touch the tip of the cannon would be nice too. Maybe even have different types of cannon balls. Or maybe the ability to put multiple of them in, fire 2 cannon balls but with less energy in each ball. Smaller cannon balls would be excellent for grapeshot.
You could even allow any small enough thing to be fire from them, people perhaps?
[vid]http://puu.sh/gunoh.webm[/vid]
Well. that was fast.
You psychopaths, you..
[QUOTE=Winstonn;47292801][vid]http://giant.gfycat.com/FamiliarPlumpIberianlynx.webm[/vid][/QUOTE]
[media]http://www.youtube.com/watch?v=PGNiXGX2nLU[/media]
All I could think of.
[QUOTE=paul simon;47293749][vid]http://puu.sh/gunoh.webm[/vid][/QUOTE]
How did you get the motionblur?
[QUOTE=One Ear Ninja;47295537]How did you get the motionblur?[/QUOTE]
I'll explain in great detail a bit later.
I imagine you lower the simulation speed when you're recording, then when you edit the video you turn the framerate up.
The torches are pretty buggy
[QUOTE=Grenadiac;47295608]The torches are pretty buggy[/QUOTE]
They work pretty well as auto-cannon fire as a result though, no more burning down your structure with a flamethrower!
[QUOTE=GHOST!!!!;47295605]I imagine you lower the simulation speed when you're recording, then when you edit the video you turn the framerate up.[/QUOTE]
You're very much on the right track.
We'll be using two techniques, frameblending and per-pixel motion blur.
This requires After Effects. ReelSmart Motion Blur is optional, but recommended.
[B]PREPARING THE FRAMEBLENDING[/B]
- Record the game. I record it at 5% game speed and 60fps. (I recommend Shadowplay or OBS.)
- Open up After Effects and import the clip
- Drag the clip onto the timeline. By doing this you create a "composition" in the Projects tab.
- In the Projects tab, right click the composition you've created, and go into properties to change the framerate to what you want the output framerate to be. In my case, 30fps.
- Right click the clip in the timeline and click "Pre-compose". This is optional, but recommended.
- Right click the clip again, go to "Time" and choose "Time Stretch..."
- Now, the time stretch should be the same number as the speed percentage you recorded it at. In my case, I recorded the game at 5% speed so I input 5.
- Drag the yellow "Work area end" bar so that it matches up with the new composition length.
Alright, now comes the interesting part.
What you have right now is the video playing back at real-time, instead of playing in slow motion. But the setup we've been doing allows us to do some cool things.
Right now we have 40 frames per frame of information because we recorded it at 20x slow motion in 60fps and are compressing that down to real-time and 30fps.
However, we are currently throwing away 39 of 40 frames per frame, so the playback looks completely normal:
[img]http://puu.sh/guIMS.png[/img]
However, now we can apply the effect "CC Force Motion Blur" to the pre-composed clip, and you'll have a result like this:
[img]http://puu.sh/guIRI.png[/img]
We know that we have 40 frames of information in each frame, and we would rather use all of them. So to do that, we go ahead and change the setting in the CC Force Motion Blur effect to:
- Motion Blur Samples = 40
- Shutter Angle = 360 (this effectively controls the amount of motionblur. 360 = 100%, 180 = 50% etc)
- Native Motion Blur = On
After these changes, the clip now looks like this:
[img]http://puu.sh/guJ3E.png[/img]
Wow, that's pretty neat huh?
You can just export the clip now if you're happy with these results. In most cases, the motion blur will be good enough now. But sometimes with extremely fast moving objects it won't be enough.
there is still room for improvement.
You can notice some artifacts in my example, this sort of banding where you can see the separate blur samples. Well, there's a fix for that. This is why we used the "Pre-compose" option earlier.
[B]ReelSmart Motion Blur[/B]
RSMB is a plugin for After Effect. This plugin analyzes movement in a scene and applies motion blur based on the pixel motion. By itself it's far from perfect, especially not for very fast moving objects. For the sake of illustration, let's see what this plugin would do alone without any frame blending:
[img]http://puu.sh/guJHl.png[/img]
This looks smudgy and really it's not correct based on the speed the wheel is spinning. However, as you'll notice it's actually creating correct blur on the slower moving soldiers.
But lets combine both of the techniques!
- Double click on your clip in the timeline, this will bring you into the pre-composed clip we prepared earlier. You'll notice that inside the pre-composed clip, the time stretch has not applied and the clip is just as slow as the source clip, and so the RSMB blur effect will be based on this and the effect will be pretty subtle.
- Apply the effect "RSMB Pro" to the clip. You won't be seeing much of a difference right now.
- Set [I]Main_BG Blur Amt[/I] to 1. Now you probably notice slight blurring around the fast moving objects:
[img]http://puu.sh/guK7R.png[/img]
Okay. So, time to navigate back to the main clip. You can do this by double clicking on it in the Projects navigator.
You might have to refresh your preview (just frame skip a frame forward), and now you'll see the final result:
[img]http://puu.sh/guKmv.png[/img]
Perfectly smooth motion blur!
Now you can export the clip by going to file - export. I usually just export as uncompressed avi (default settings) and convert it later.
Convert to Webm with whatever you like the most, I prefer X Media Recode.
In the end, here's a comparison with and without RSMB:
[img]http://puu.sh/guKCn.png[/img]
[vid]http://giant.gfycat.com/HilariousSoreAfricanwilddog.webm[/vid]
[editline]a[/editline]
full auto now using a torch
prone to occasionally firing a cannon that isn't yet in the breech, but hey it's a prototype
[vid]http://fat.gfycat.com/MildOddCondor.webm[/vid]
that's pretty intense.
does unity support per object motion blur? would be a nice addition to this game
[QUOTE=DChapsfield;47296118]that's pretty intense.
does unity support per object motion blur? would be a nice addition to this game[/QUOTE]
Unity does support it. It's probably a trivial task for them to implement, might be worth suggesting in the forums.
I been playing for a while and I been trying to build better and more tough treads to avoid breaking the links.
[Img]http://i.imgur.com/KNIJOgA.png[/Img]
They turn arround pretty well and can take shitload of damage (even turning fast is not a problem unlike most normal treads) and also they work as one bigger tread.
If someone wants to fuck arround with them, here [url]http://pastebin.com/T1dxKJ18[/url]
Also I need a good flying tutorial, I suck real hard when it comes to flying machines
I came in the thread, saw the update, and just had to screw around.
[video=youtube;hzqaf5_EGGE]http://www.youtube.com/watch?v=hzqaf5_EGGE[/video]
Spooling is amusing, but I [I]have[/I] to know what music that is.
[QUOTE=ElectricSquid;47300090]Spooling is amusing, but I [I]have[/I] to know what music that is.[/QUOTE]
Bonus Level by Killer Edge (found it in YouTube's song adding thing)
[QUOTE=Marik Bentusi;47300960][vid]http://fat.gfycat.com/FlawedRegularGoa.webm[/vid]
[url=http://www.reddit.com/r/Besiege/comments/2ylv77/my_first_attempt_at_making_a_gatling_gun/]Source[/url][/QUOTE]
damn I was gunna try belt-fed after this
[vid]http://fat.gfycat.com/PlainFatalCrownofthornsstarfish.webm[/vid]
11:06 AM - Kickasskyle: more
[vid]http://giant.gfycat.com/FairPoorBaiji.webm[/vid]
I'm surprised how well that works. You might wanna add walls and ceilings to the magazines so you can lift them higher and faster without spilling the cannons.
was a pain in the ass, but I managed to make these work without invincibility
[vid]http://a.pomf.se/senbhd.mp4[/vid]
[vid]http://a.pomf.se/jbrfdr.mp4[/vid]
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