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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 12:43:04 PM

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41  Developer / Design / Re: So what are you working on? on: May 18, 2016, 03:26:47 AM
starting to teach myself shaders. can hardly find anything really in depth on shaderlab and am going a lot based on the sample scripts without understanding everything there quite yet. did a couple of data bitcrushing experiments with different components to get some neat effects.



42  Developer / Design / Re: So what are you working on? on: May 17, 2016, 05:43:30 PM
started reworking the vector renderer the other week, as well as using quad channels to provide two channels for graphics and two channels for user-end audio. the other day I started writing custom audio effects. here's a sample with a custom bitcrushing effect.



might release that effect since there's not that much to it and there could really be more resources on Unity's OnAudioFilterRead stuff. it took me ages to figure out some of this stuff.
43  Developer / Art / Re: GIFs of games being worked on on: May 10, 2016, 12:31:24 AM


trying to do a sort of minimalist terminal GUI to get started. currently using Unity's Text UI element and updating it with a script, but the text disappears sometimes on update frames and it's weird and annoying to see it happen. i'm sure there's a better way to do this but at least it's kinda working for now.
44  Developer / Art / Re: GIFs of games being worked on on: April 25, 2016, 03:40:28 PM

45  Community / DevLogs / Re: TO SEE on: April 22, 2016, 11:47:54 AM

46  Community / DevLogs / Re: TO SEE on: April 21, 2016, 12:00:28 AM




47  Developer / Art / Re: GIFs of games being worked on on: April 20, 2016, 04:57:01 PM
messing with photogrammetry. gonna try doing some more tests with custom captures since there's a nice program for it that works with my old kinect.

the whole seperated vertices thing looks too much like MOABD but I'm only planning on using this stuff in one section near the end of the game.

EDIT: ended up doubling the resolution to match the older prototype. it looks much better and allows me to do some insanely messy things while still keeping it from totally killing your eyes forever... a little.


also makes the vertex seperation look superb imo




the game also has a bloom effect after all the upscaling and it looks gorgeous, but it causes GIF compression to become total shit
48  Developer / Art / Re: GIFs of games being worked on on: April 19, 2016, 11:20:05 PM





some early rough attempts at a form of 3D volumetric distortion experiments, mainly figuring out raycasting. Kinda want to try something where it captures pieces of the camera, saves them to textures, and applies a texture to each corresponding block that's instantiated. Like a 3D freezeframe, or potentially, virtual datamoshing. Looks really rough in my current project (especially since I'm not filtering stray background pixels with DOF rn) but at least I know it works.

I feel like maybe i could probably do something much more optimized than this, since currently it works with either meshes or sprites facing the camera with materials that do most of the work. I was kinda trying to recreate what XRA did with MOABD where I've heard like he used a bunch of constantly decaying particles with bits of the screen render saved to each particle only once. Might look into Unity's particle system a little more but I'm not sure if it would work for this so I've just sorta been doing my own thing from scratch. In any case, it's a neato experiment.
49  Developer / Art / Re: Vector Graphics Rendering with Unity and Audio (a work in progress) on: April 19, 2016, 07:29:54 PM
50  Developer / Design / Re: So what are you working on? on: April 18, 2016, 11:59:12 PM

working on something pretty shitty

EDIT:

51  Developer / Art / Re: Vector Graphics Rendering with Unity and Audio (a work in progress) on: April 18, 2016, 11:30:12 AM




So geometry culling is turning out to be somewhat of a challenge, at least for me. More info in the video description, but I may need to seek out help sooner or later, at least with figuring out how to get some functions to work.
52  Developer / Audio / Re: Show us some of your music! on: April 16, 2016, 11:23:27 PM
https://sajextryus.bandcamp.com/album/stuck released an album
53  Community / DevLogs / Re: TO SEE - low rez jam game on: April 12, 2016, 04:04:06 AM
started working on the actual world design yesterday but i posted a playable demo with an early map.

https://ompuco.itch.io/to-see
54  Developer / Art / Re: GIFs of games being worked on on: April 11, 2016, 01:34:23 AM
55  Community / DevLogs / Re: weep - vector graphics mystery on: April 10, 2016, 06:37:58 PM
Could you elaborate a bit on what this is? Hard to understand too much just going off what you've got here

Check the link in my signature for a more technical explanation. This thread is for the game I set out to make the whole vector system for.

As for the game itself, it's a 3D exploration game. More elements will be revealed as I work out the engine better, but the core design is concrete.
56  Community / DevLogs / Re: weep - vector graphics mystery on: April 10, 2016, 06:22:53 PM
This looks amazing! Looking forward to updates.

Curious as to what the music is going to be like. Do you have anybody doing the score?

Currently no. I write a lot of music in my spare time but I'm not sure if I'd use my own for this. I'm thinking of going around ambient synth stuff and synth rock stuff. Also been listening to a ton of Com Truise during development and that's definitely a huge influence since it really fits the aesthetic of vintage vector graphics with modern advancement.

I might contact some people eventually but this game definitely will have a soundtrack, even though technically speaking the game itself also uses audio channels to run. Luckily, unity allows for multiple channels, so as long as I don't need anything beyond 5.1 channel audio next to the graphics audio feed, things should go real smooth.
57  Developer / Art / Re: Vector Graphics Rendering with Unity and Audio (a work in progress) on: April 10, 2016, 02:35:18 AM
Here's another demo of the current scope simulation. My computer was being a little problematic while recording earlier but it's generally rather stable most of the time.


It looks great at 60fps and it's rather close to the same image as on the real scope!




I'm hoping to roll out the new version of Electricanvas, 2.0, sometime in the next week. The whole thing is done and working, I'm just trying to put together a cleaner more responsive GUI, though the only thing in that is the interpolation rate and instructions. Other than that, it's completely ready. Here's some of the enw features.

- uses the new VectorWorks script and system which is much more stable and featured
- hold E to drag current point, or T to drag the origin point
- dragging is smoothly animated with the new smoothing algorithm
- holding down R while clicking (or dragging with E or T) produces a disconnected point for disconnected geometry
- the whole display is now an accurate simulation of the audio you draw rather than just reading the points from memory like the old version. You no longer need a scope to see what it'll look like!

I might add functionality to mess with audio effects if I can get the GUI functional enough to do that, since it's really incredible to watch and manipulate your drawings with some of the effects.


EDIT: oh wow response while I was typing, pff.

@Pishtaco Yeah, the line goes off screen but only in the preview, it's more a problem of how i coded it since I needed a way to mark the coords that were being disconnected so the renderer would do it and at some point I gave up trying to fix the preview part. It was before I used Vector3s for everything so instead I just had it add 100 units to those lines and the audio renderer would pick up on what was over 80 and subtract a hundred as well as skip interpolation for those lines. It was a mess, but the new version should make things much nicer.

EDIT EDIT: Oh wow that works and looks really really good! Damn! The only big issue being that I guess the method it gets it's audio results in a lot of jitter and junk, but wow, it really works well! All the scope artifacts look gosh darn beautiful.
58  Community / Jams & Events / Re: LOW REZ JAM 2016! - April 1st! (no joke!) on: April 09, 2016, 10:51:14 PM
I'm almost halfway through with mine. Decided to do a mix of 3D, 2D sprites, visual effects, and binary graphics, and am mending them into a short exploration thing with a few too many secrets in all forms. A man's memory is being reviewed via vertical helical scan video, but something seems off.



59  Community / DevLogs / Re: TO SEE - low rez jam game on: April 09, 2016, 10:31:22 PM
60  Community / DevLogs / TO SEE on: April 09, 2016, 01:21:09 AM
initially a game for #LOWREZJAM '16
based on a previous prototype titled x-x-x-x-x-x-x-x

A man's memory is being reviewed via vertical helical scan video, but something seems off.

TO SEE



progress - xxxxxxxxxx
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