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May 13, 2024, 01:16:32 PM

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TIGSource ForumsCommunityDevLogsDESHORI
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namragog
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« Reply #120 on: October 27, 2011, 05:16:12 AM »

It looks like I'm shaping up to be the next Phil Fish.

ZING

We should televise this stuff.  We all have to work together on the same game and every week the public gets to vote one of us off the project.  Hilarity ensues

MY GOD. I love this idea. This needs to happen. Next TigComp!?!?!??!
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motorherp
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« Reply #121 on: October 27, 2011, 10:52:59 AM »

We can call it BIG TIG Brother  Big Laff
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namragog
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« Reply #122 on: October 27, 2011, 12:21:37 PM »

We can call it BIG TIG Brother  Big Laff

YES. I really, really want to do this. Someone set us up!
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DGH94
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« Reply #123 on: October 27, 2011, 12:46:48 PM »

Been following this silently for a while, and just gotta say: love what you're putting forward. Constantly check the thread whenever there's a response hoping for some new details. Smiley

Keep up the good work!
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Pineapple
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« Reply #124 on: October 28, 2011, 06:30:29 AM »

here's a toy for you to mess around with

that's the most recent bit of pathfinding algorithm. it's remarkably speedy.
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wat a hell


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« Reply #125 on: October 28, 2011, 11:57:04 AM »

« Last Edit: October 28, 2011, 01:54:33 PM by peanutbuttershoes » Logged
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wat a hell


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« Reply #126 on: October 28, 2011, 06:44:14 PM »

Also, another glitch/feature:

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namragog
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« Reply #127 on: October 28, 2011, 06:45:11 PM »

hoooooly shit  No No NO Kiss
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Manuel Magalhães
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« Reply #128 on: October 29, 2011, 05:19:41 AM »

Yay, non-euclidean level design!
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CK
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« Reply #129 on: October 29, 2011, 02:02:13 PM »

I always shut doors behind me.  Feature of my life.
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deathtotheweird
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« Reply #130 on: October 29, 2011, 02:44:34 PM »

are you going to do that dithering effect in-game or just for those gifs? because it's pretty rad
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CK
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« Reply #131 on: October 29, 2011, 02:46:16 PM »

are you going to do that dithering effect in-game or just for those gifs? because it's pretty rad

Seconded.
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mokesmoe
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« Reply #132 on: October 30, 2011, 12:46:16 AM »

That's just bad gif compression. (MSpaint does it too. I found that out the hard way.)

Now we must find some shaders/overlays to do it in game.
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deathtotheweird
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« Reply #133 on: October 30, 2011, 01:16:45 AM »

there's a material shader that does dithering available in the Unity forums. however Unity's terrain toolkit uses it's own shader and there's no way to change it.

BUT luckily there's a script on the Unify wiki that lets you export Unity terrains into an .obj model file. then you could import the .obj and apply the dither material shader to it.

it would be relatively easy to do, most of the work is already done. the only thing you would have to do is make the overlay, which could be faked easily using a semi-transparent texture. but if you don't want the game to look like that then never mind.
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XRA
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« Reply #134 on: October 30, 2011, 01:21:54 AM »

i tried maek shader WTF   
it should be possible, didn't get good results though, i don't know how to get the exact fragment/pixel coordinate...so everything is shimmering and nasty when moving.  What you're interested in is http://en.wikipedia.org/wiki/Ordered_dithering
I'll post the shader code once I get it better sorted out, right now it is a image effect but I bet it can be a material type too.

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« Reply #135 on: October 30, 2011, 01:52:39 AM »

there's a material shader that does dithering available in the Unity forums. however Unity's terrain toolkit uses it's own shader and there's no way to change it.

BUT luckily there's a script on the Unify wiki that lets you export Unity terrains into an .obj model file. then you could import the .obj and apply the dither material shader to it.

it would be relatively easy to do, most of the work is already done. the only thing you would have to do is make the overlay, which could be faked easily using a semi-transparent texture. but if you don't want the game to look like that then never mind.

You're not going to achieve that effect without a post-process shader, as that's what gif compression essentially is. If it's applied to materials the pixels would be skewed and the thing would appear significantly different from the gif.
« Last Edit: October 30, 2011, 01:58:00 AM by _Madk » Logged
deathtotheweird
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« Reply #136 on: October 30, 2011, 02:36:08 AM »

he doesn't have Unity pro though, so he can't do full screen post processing effects.

I was just suggesting an easy alternative. It does look different but not in a bad way, I don't know of any other way that would be possible without Unity pro.
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« Reply #137 on: October 30, 2011, 07:45:28 AM »

Wow, I had no idea unity didn't have fspp without pro... That really sucks.  Sad
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« Reply #138 on: October 30, 2011, 08:08:23 AM »

I'd be surprised if purchasing unity pro doesn't become a consideration given the kickstarter works.

Everyone should totally empty their pockets into the kickstarter. Don'cha know I'm a badass AI coder, dem animals gonna be all interesting and shit.
« Last Edit: October 30, 2011, 08:17:53 AM by _Madk » Logged
gimymblert
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« Reply #139 on: October 30, 2011, 03:20:38 PM »

I'm no specialist but I think it could be done in plain forward shader somewhat, I think it's about screenspace texture (instead of texel space).

http://unity3d.com/support/documentation/Components/SL-SurfaceShaderExamples.html

There is shader here
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