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1025715 Posts in 41106 Topics- by 32709 Members - Latest Member: marciabrandt14

July 22, 2014, 11:48:56 PM
TIGSource ForumsFeedbackDevLogsThe game formerly known as Chroma
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Author Topic: The game formerly known as Chroma  (Read 35267 times)
Claw
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« Reply #30 on: May 31, 2012, 01:28:12 PM »

Screen shot of the day: (click to zoom)


  • Drew up some more tiles, mostly brickwork alterations and generally making things more diverse to avoid looking repetitively tiled
  • Basic particle system for ambient dust (to test out how it looked) which can be seen in attached screenshot. Made a random/stupid decision to render particle positions as if they were 3D by coming up with an obscure Z coord imitation but it actually turned out alright
  • Changed up/sexified some sprites for the 'mechanic'
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Franklins Ghost
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« Reply #31 on: May 31, 2012, 05:47:25 PM »

Such a great screenshot, love the lighting Kiss
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elisee
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« Reply #32 on: May 31, 2012, 06:55:23 PM »

Looks awesome, keep it up! Can't wait to see it in motion.
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Claw
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« Reply #33 on: June 01, 2012, 02:08:09 PM »

Cheers fellas Smiley

Here's a couple o' screen shots of some tile work I've done today, working mostly on a base layer for 'cave painting' type stuff, sort of a rock canvas:

ACHTUNG! ROCKS FALLING DANGER





List of stuff I gone done did:

  • Tile work
  • Ambient particle improvements and encapsulation, smooth and now moves. Smooth moves.
  • Some ambient sound in there too, but need to incorporate this and other object based stuff into the level editor rather than manually hacking it in to prototype it

I'm aiming to get something together for a video soon, around Sunday? Hopefully. Need a new hard drive for video editing stuff to fit on + Fraps space. Should work on level design a bit before then too but if that doesn't fully come together the video will provide a nice tech demo at least.
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Claw
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« Reply #34 on: June 02, 2012, 01:32:22 PM »

Screenshots:

Posted earlier in the screenshot Saturday thread


Solar powered doors:


Today's list:

  • Expanded level, tried to 'sketch' out some early puzzle concepts
  • Level editor updated to allow object integration, got doors and linked switches placeable in there now
  • More tile work as always
  • Have a clearer vision of the base story in my head now, still trying to imagine the big picture with world construction from a design perspective

Really enjoying design and art, puzzles are going to be a tricky beast to think of but should be fun. I've been iterating over the level design as I go and switching up tiles and adding to the character of the level, making it look worn and derelict.

Side note, #screenshotsaturday is always inspirational, good stuff being posted all day.
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SolarLune
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Hmm.


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« Reply #35 on: June 02, 2012, 02:48:45 PM »

Sweet art and lighting, again. I like the red rivets on the gold of the treasure chest. How do you do the dynamic shadows?
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Claw
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« Reply #36 on: June 02, 2012, 03:00:58 PM »

Same plane shadows: http://forums.tigsource.com/index.php?topic=8803.0

And for the background stuff I project the textures back until they collide with a fake plane on the Z axis, using the tile vertices and light position.

That was a shit explanation, let me try again Tongue I draw a line in 3 dimensions, starting from the light position, going towards the corner of the tile to project, then continue the line until it hits the back wall/appropriate depth. Then use these values for re-rendering the tile with black colour and lower alpha. I render them to an FBO, then just apply blur shader effects to the FBO as it's rendered on top of the background.
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Claw
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« Reply #37 on: June 03, 2012, 05:19:58 AM »

Alright here we go, video time.



Youtube quality makes me sad, maybe I didn't render the video as well as I could. 720p there anyway.

Puzzle mechanics tentatively revealed.
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retrohelix
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« Reply #38 on: June 03, 2012, 05:29:04 AM »

Subscribed. It looks absolutely beautiful.
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seagaia
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this is okay


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« Reply #39 on: June 03, 2012, 06:48:59 AM »

How do you make that ripple effect? It's super cool, as well as the puzzle mechanic.
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SolarLune
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Hmm.


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« Reply #40 on: June 03, 2012, 06:51:04 AM »

Wow. I actually laughed out lout and said, "Oh, wow, that's pretty sick!" when you walked on the shadows. Man, awesome job! What do you think about changing the footstep sound to a little 'ping', like a musical note? Might help to give more of a 'walking light-bulb' sound.
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Claw
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« Reply #41 on: June 03, 2012, 07:08:58 AM »

@retrohelix thanks man Smiley

@seagaia I render the scene to a buffer, then send the texture data of that buffer to a shader, which re-draws the scene but offsets fragments between two distances - the inside of the ripple and the outside, then interpolates values between those positions pushing them outwards like a ripple.

The more people that ask questions, the more I realise I am terrible at explaining things Tongue If you're interested in how the shader works have a google for "shockwave shaders" or "ripple shaders", theres a few handy examples out there.

@SolarLune haha thanks dude, I was hoping to get some reactions like that. I like surprises/twists so thought I'd try to share one with other people :D

Footsteps; I'm gonna use different sounds for different materials - haven't got round to coding mechanics for materials yet though, and need to make more sounds too. I wanted to get a moderately realistic feel when walking on other stuff, like metal, rock, wood etc. Atm I think the basic one sounds good for something - but needs a tweak to get a 'rock' feel like I was going for with it, sounds more like a solid wood currently I think.
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omgnoseat
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« Reply #42 on: June 03, 2012, 10:55:04 AM »

This is pretty amazing. Since light plays such a big part, will the whole game be indoors?
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superflat
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« Reply #43 on: June 03, 2012, 11:00:41 AM »

It looks a lovely as I'd hoped.... Lovely...
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DustyDrake
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« Reply #44 on: June 03, 2012, 11:02:33 AM »

My reaction when your shadow split from the player
"Huh? Oh that's cool"
My reaction when you walked up the shadows
 Crazy
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