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1318518 Posts in 59224 Topics- by 50317 Members - Latest Member: pvedala

October 18, 2017, 07:03:06 am

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TIGSource ForumsCommunityDevLogs5734L3R
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fireboy
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« Reply #520 on: August 17, 2017, 06:53:38 am »

The project is very good ...
Blink I'm watching. Blink
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Canned Turkey
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« Reply #521 on: August 22, 2017, 11:57:26 am »

Wonderful art, I like the scale of the details.
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Le Slo
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« Reply #522 on: August 22, 2017, 12:05:33 pm »

This looks awesome!
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Here I stand, solving my way into indie development. https://le-slo.itch.io/ @LeSloDev
Sebastian_Nigro
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« Reply #523 on: August 22, 2017, 02:42:14 pm »

fireboy, thanks!

Meanwhile, preparing layers for scrolling test:



Full version.

Omg this looks absolutely incredible.
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08--n7.r6-79.84
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« Reply #524 on: September 06, 2017, 05:14:20 am »

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« Reply #525 on: September 06, 2017, 05:01:29 pm »

Stunning work as always   Kiss
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zede05
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« Reply #526 on: September 06, 2017, 08:19:47 pm »

Soooo good.
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08--n7.r6-79.84
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« Reply #527 on: September 08, 2017, 08:10:04 am »

Thanks, guys! I'm happy that you like it!  Coffee
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08--n7.r6-79.84
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« Reply #528 on: September 19, 2017, 05:52:33 am »



Just testing new animations.
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08--n7.r6-79.84
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« Reply #529 on: September 21, 2017, 04:52:32 am »


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« Reply #530 on: September 21, 2017, 10:10:16 am »

getting hyped!
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ionside
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what was I doing, again?


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« Reply #531 on: September 21, 2017, 07:57:36 pm »

Niiiiiiiiiice following.
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archgame
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« Reply #532 on: September 22, 2017, 09:31:15 pm »

The scrolling is working. Also, your color work is really nice, even though it is 2D i really feel the thickness of the air/atmosphere and it helps create a nice sense of depth.

(edit: looking at it again, I can't tell if the sprites have the same color/atmosphere/fog applied to them?)
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08--n7.r6-79.84
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« Reply #533 on: September 27, 2017, 10:43:33 am »

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Fat Pug Studio
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« Reply #534 on: October 02, 2017, 12:42:18 pm »




I think this is my favourite gif of the year.
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08--n7.r6-79.84
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« Reply #535 on: October 04, 2017, 05:28:58 am »

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08--n7.r6-79.84
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« Reply #536 on: October 12, 2017, 07:31:47 am »

While I had internet outage at the end of september, I decided to spend some time on the rendering enginge. I had draft of shaders implementation (before there was only one shader program used for basically all rendering), but they were not yet ready for in-game use. Finally fixed that. I think that's pretty obvious was capabilities enabling shaders give us. As a test case I made a simple shader that should imitate object hologram. It's quite basic (just color multiplication with some sin/cos waves based on game timer), but as a test case fits pretty well. That change actually introduced a leap from using only GLES2.0 to requiring GLES3.0 as instead of normalized uv texture2D calls we now use texelFetch that allows for more precise per-pixel approach for shaders (Yeah, fragment shaders are per-pixel, but I mean per-pixel on texture Wink )



Bonus picture: Test of parametrized shader (color) which would be used for system view for objects that don't have dedicated system-view graphics. (Ground will have either custom graphics or different shader that uses complex logic to render it's edges, screenshot does not use custom shaders for it, so object kind of pop out).

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Pizzamakesgames
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« Reply #537 on: October 12, 2017, 12:23:56 pm »

I don't feel like the title i stylized enough, what if you also turned the R around?

The art looks neat, though.
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