Canned Turkey
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« Reply #520 on: August 22, 2017, 11:57:26 AM » |
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Wonderful art, I like the scale of the details.
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Le Slo
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« Reply #521 on: August 22, 2017, 12:05:33 PM » |
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This looks awesome!
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Sebastian_Nigro
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« Reply #522 on: August 22, 2017, 02:42:14 PM » |
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fireboy, thanks! Meanwhile, preparing layers for scrolling test: Full version. Omg this looks absolutely incredible.
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Canned Turkey
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« Reply #524 on: September 06, 2017, 05:01:29 PM » |
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Stunning work as always
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zede05
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« Reply #525 on: September 06, 2017, 08:19:47 PM » |
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Soooo good.
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08--n7.r6-79.84
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« Reply #526 on: September 08, 2017, 08:10:04 AM » |
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Thanks, guys! I'm happy that you like it!
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08--n7.r6-79.84
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« Reply #527 on: September 19, 2017, 05:52:33 AM » |
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Just testing new animations.
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Canned Turkey
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« Reply #529 on: September 21, 2017, 10:10:16 AM » |
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getting hyped!
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ionside
Level 1
what was I doing, again?
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« Reply #530 on: September 21, 2017, 07:57:36 PM » |
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Niiiiiiiiiice following.
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archgame
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« Reply #531 on: September 22, 2017, 09:31:15 PM » |
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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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Fat Pug Studio
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« Reply #533 on: October 02, 2017, 12:42:18 PM » |
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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 12, 2017, 07:31:47 AM » |
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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 ) 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 #536 on: October 12, 2017, 12:23:56 PM » |
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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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08--n7.r6-79.84
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« Reply #537 on: August 23, 2018, 06:16:30 AM » |
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Sorry for silence, I have depression and health problems (please don't ask what), so I’ve stopped posting everywhere except the Patreon. Now I drink tranquilizers and I'm a bit better and here is my post "How things are going". We have some hard problems with AI and Nape phisics, so we've found second programmer and now both programmers move logic code on Unity. While they're doing this I draw different odd stuff: And when we'll get working Unity build I plan to start work with gamedesigner, because in my current state it's to hard to draw graphics and work on gameplay and also organize all dev process. So this is how things are going, we still make this game. And I believe that we'll finish it. Thanks to all you that you believe too! c:
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« Last Edit: August 23, 2018, 06:34:09 AM by 08--n7.r6-79.84 »
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QOG
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« Reply #538 on: August 23, 2018, 02:00:53 PM » |
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This game continues to look absolutely incredible, and I'm thrilled work on it is ongoing.
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