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41  Community / DevLogs / Re: Remnants of Naezith on: October 12, 2016, 06:06:54 AM
My friend decldev made me a cool website!

http://naezith.com

oo that looks good! maybe have more gifs on the page? :D

I have this one https://twitter.com/naezith/status/756824089990397952

I don't really want to put much because the visuals of levels are WIP. Google never forgets stuff...
42  Community / DevLogs / Re: Remnants of Naezith on: October 12, 2016, 04:07:01 AM
My friend decldev made me a cool website!

http://naezith.com
43  Community / DevLogs / Re: Unnamed - N++ meets Grappling Hook, now with 100% more Retro Futuristic Neon on: October 03, 2016, 04:00:32 PM
Attack on Titan thing was pretty interesting, where is that big emotional guy?
44  Community / DevLogs / Re: Remnants of Naezith on: October 03, 2016, 11:19:02 AM
Here is the final solution I came up with


int rt_y = 0; // render texture height
int k = 1; // view scale
while(rt_y < resolution_y) rt_y = view_height * k++;


If view height is bigger than resolution,
then it will scale down smoothly already so rt_y will be view_height.
If view height is same as resolution, then it will render pretty good already so rt_y = view_height.
If view height is lower than resolution, then rt_y should be higher than the resolution otherwise it will be blurry and multiplier for that should be an integer, so we get the lowest integer multiplier possible while it becomes bigger than the resolution height.

But of course, this prettiness comes with a cost. Smoothing and having bigger render texture size drops the FPS a bit.
45  Community / DevLogs / Re: Remnants of Naezith on: October 03, 2016, 10:34:36 AM
I'm trying to fix the view & resolution issues like this:

View height is 720 and resolution is 1080 in this situation,


I change Render Texture Height
First GIF: 1080
Second GIF: 1080* 2 = 2160
Third GIF: 720* 2 = 1440



First one does not scale because resolution is 1080 too.
Other two are downscaling to 1080 smoothly.
46  Community / DevLogs / Re: Remnants of Naezith on: October 03, 2016, 06:22:57 AM
I just got the parallax background for the metal theme (Chapter-3) Smiley

http://puu.sh/rwk9J/cba4a9c873.png

47  Community / DevLogs / Re: Remnants of Naezith on: September 27, 2016, 02:51:54 PM
Recolored the sprite a bit in 2-3 mins to try a sith look for fun.

48  Community / DevLogs / Re: Remnants of Naezith on: September 27, 2016, 05:31:41 AM
I am working on the Rank Change announcements. I still could not get high res rank icons so they look ugly at the moment.

Promoted: http://puu.sh/rpxmO/f79784f668.png



Demoted: http://puu.sh/rpxoq/7904e95c34.png

49  Community / DevLogs / Re: Remnants of Naezith on: September 26, 2016, 02:41:19 PM
Polished the Level Selection screen even more, renamed Perfection to Dominance.

http://puu.sh/roXlo/6a66df2624.png


Also added couple more options into Graphics Settings so my old laptop can run it without plugging in the charge cable. And yeah, I get clean 60 FPS on my sh!tty laptop. Smiley

http://puu.sh/roV1i/c28a176b34.png
50  Community / DevLogs / Re: Remnants of Naezith on: September 24, 2016, 12:10:27 PM
I resized one of the artworks to make a 1080x1920 mobile wallpaper.

Grab it here!

51  Community / DevLogs / Re: Remnants of Naezith on: September 22, 2016, 09:12:19 PM
This looks like a really fun concept. Kind of like Super Meat Boy, but with a grappling hook and an art style I like a whole lot more.

I am glad you liked it! I am trying my best to make it more than "meat boy with hooks". And it will be very polished in every aspect!
52  Community / DevLogs / Re: Remnants of Naezith on: September 22, 2016, 02:28:31 PM
Added more info to Level Selection.

Now I will work on adding "official times" to levels just like getting an A+ in a Super Meat Boy level. I thought that badge thing was not really important...

Then today I was playing SEUM: Speedrunners from Hell and I found myself playing a level I finished already just to get that useless badge  Smiley

When there are tons of people in leaderboards and you become 1000/6000 or something, you don't really care about getting better at leaderboard but the badge makes you play, that's what I learned.
 
53  Community / DevLogs / Re: Remnants of Naezith on: September 20, 2016, 04:39:49 PM
Came home from university at 16:00 and it's 03:36 right now, worked almost 12 hours to support Dualshock controllers automaticly by default. Most of the time spent is on server-side query optimization to minimize the response time. We filled the database with test data like 3k people 60k leaderboard entries and benchmarked that. It is lightning fast now.

Dualshock button bindings are saved separately with the Xbox ones. It's just plug-in whatever and play atm.


I hope there are people appreciate this kind of stuff  Undecided
54  Community / DevLogs / Re: Remnants of Naezith on: September 19, 2016, 05:04:29 AM
Here is the full to-do list from now to release : http://puu.sh/rgxGc/b7b174e89a.png

55  Community / DevLogs / Re: Remnants of Naezith on: September 18, 2016, 07:52:59 AM
Chapter-4 (Crystals) theme assets are also ready. Not much left guys... We have about ~75 levels but they are not final, we focus on only the gameplay for now.
  • When all 100 are complete, we will polish the gameplay and eventually decorate all of them.
  • Then I will prepare an amazing trailer.
  • After that comes the Greenlight submission!


I just can't wait so I made an empty page already :D

56  Community / DevLogs / Re: Remnants of Naezith on: September 09, 2016, 06:30:46 AM
Level Selection screen now shows scores of every level. Perfection percent is about your rank, for example if you are the #1 in leaderboard of that level, you get 100%. If you are the last guy, you get 0%.

These perfection percents are summing up to make your Global Score. If there are 74 levels, maximum score you can get is 7400 so your_global_score/level_count gives you the "perfection". If you are #1 in every single level, you have 7400 / 74 -> you have 100 global score which is the purest perfection, puts you to top of the Global Rankings page.


http://puu.sh/r5itM/ae6a32a082.png
57  Community / DevLogs / Re: Remnants of Naezith on: September 04, 2016, 11:01:05 AM
Hello there, here is a WIP storyboard frame:

58  Community / DevLogs / Re: Remnants of Naezith on: August 23, 2016, 01:52:02 PM
I am highly focused on the levels these days, we are at 52 of 100. There will be four chapters.

There are 27 in Chapter-one at the moment, I want to have 25 in each chapter so two of them will shift.

Current look of levels graph.

59  Community / DevLogs / Re: Remnants of Naezith on: August 12, 2016, 07:35:35 AM
I am working on Lighting System again. I think the shadows I implemented looks pretty cool but the effect is VERY heavy. I need to optimize it. I also would like to hear what you think about it, as always feedback would help.

I took three screenshots and merged them as a GIF,
  • No shadows
  • Shadow in foreground
  • Shadow in foreground and background

Heavy GIF -> http://puu.sh/qyOVX/d16c670f43.gif
60  Community / DevLogs / Re: Remnants of Naezith on: August 07, 2016, 11:22:58 PM
Here is my latest to-do list:




But it does not mean they are all, new tasks join to the list randomly every day Smiley
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