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hexdie
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« Reply #2942 on: October 28, 2014, 07:58:38 PM » |
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I created a title screen for Dfragmente
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Impmaster
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« Reply #2943 on: October 28, 2014, 09:42:36 PM » |
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It's cute! but I think there's like one frame each loop where he jumps like one pixel. Thats a little weird.
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oahda
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« Reply #2944 on: October 29, 2014, 03:08:53 AM » |
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Yeah, nothing wrong with the character happily skipping, but it kinda looks more like floating now. Really cute, anyhow!
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oahda
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« Reply #2945 on: October 29, 2014, 07:33:41 AM » |
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Oh, how's the light effect done?
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Fenrir
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« Reply #2946 on: October 29, 2014, 08:02:32 AM » |
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Oh, how's the light effect done? Well I definitely need to do a devlog about the lighting system, but basically it's based on this article: https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-ShadowsNow there's no real light computation on the character, you can see on the hood that the light is always on its right. It's on my todo list but really at the bottom...
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Scifa
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« Reply #2947 on: October 29, 2014, 08:09:14 AM » |
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Sik
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« Reply #2948 on: October 29, 2014, 08:50:28 AM » |
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It's cute! but I think there's like one frame each loop where he jumps like one pixel. Thats a little weird.
Yeah, nothing wrong with the character happily skipping, but it kinda looks more like floating now. Really cute, anyhow!
I think that the problem is that the animation is too slow.
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Pishtaco
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« Reply #2949 on: October 29, 2014, 09:57:35 AM » |
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MiG-17 pulling Gs
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muki
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« Reply #2950 on: October 29, 2014, 10:02:49 AM » |
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^ that's REALLY cool! the losing consciousness! took me a sec to figure out what was happening, though
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muki
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« Reply #2951 on: October 29, 2014, 10:04:20 AM » |
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realtime patterned dithering and gradient mapping, so I can have transparencies/effects look grainy Woah, I must say I was sceptical when you posted the tileset a while ago because I hate 1:1 pixel size art in games, but this is seriously looking fabulous thanks! I figured I should stop making too many tilesets for a while and do some engine work instead. I'll probably use this set for a while longer while I do the gameplay..
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muki
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« Reply #2952 on: October 29, 2014, 10:15:40 AM » |
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gradient palette shifting test. not something I'd use all the time, but I could play around with if you enter a spooky area
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Pishtaco
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« Reply #2953 on: October 29, 2014, 10:19:39 AM » |
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gradient palette shifting test.
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not something I'd use all the time, but I could play around with if you enter a spooky area
That's gorgeous - I would be tempted to use it, or something like it, all the time. The way the changing palette works with the dithering really brings the image to life.
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oahda
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« Reply #2954 on: October 29, 2014, 10:59:27 AM » |
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Oh, how's the light effect done? Well I definitely need to do a devlog about the lighting system, but basically it's based on this article: https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-ShadowsNow there's no real light computation on the character, you can see on the hood that the light is always on its right. It's on my todo list but really at the bottom... Yay! GL! I see this is Java but perhaps I'll be able to translate it into C(++) GL. Thanks! What about you? c: How's your lighting done?
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DJFloppyFish
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« Reply #2955 on: October 29, 2014, 01:58:33 PM » |
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snip
This is one of my favorite things I've seen on these forums in awhile. Would love to see this used for when you enter a new room/cave.
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hexdie
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« Reply #2956 on: October 29, 2014, 03:45:14 PM » |
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It's cute! but I think there's like one frame each loop where he jumps like one pixel. Thats a little weird.
Thank you! The skip is in his run cycle during gameplay. I guess it might make a little less sense here than during the game.
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hexdie
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« Reply #2957 on: October 29, 2014, 03:49:02 PM » |
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Yeah, nothing wrong with the character happily skipping, but it kinda looks more like floating now. Really cute, anyhow!
Thank you!
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oahda
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« Reply #2958 on: October 29, 2014, 03:50:48 PM » |
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Yay! Tonight I coded up the first attempt at the subtle parallax effect I want to incorporate into the game. I want to employ it at a small scale even on objects not that far away, to give everything a more 3D-like feel. In this GIF, I've only put it on the gate, where you can see the sides on both the inside an outside depending on where the sub => camera is. There is a slight offset on the wall with respect to the door and the floor too, and the floor is slightly in the foreground, and obviously there is a big crane "close to the camera".
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« Last Edit: October 29, 2014, 04:35:28 PM by Prinsessa »
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Cellusious
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« Reply #2959 on: October 29, 2014, 04:35:29 PM » |
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