SoulBlade
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« Reply #780 on: June 11, 2012, 05:41:40 PM » |
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well it sounds cool, but i'm not quite following you. in any case, do you have any screenshots of it in action? cheers Yeah, click on my signature bunny link. First video is the lighting I'm talking about in action, but it has many more elements then what I was talking about here going on. With some shader coding it can be changed to work for lots of scenarios pretty well. If you like the effect I could try to explain it a little more thoroughly.
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eigenbom
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« Reply #781 on: June 11, 2012, 05:46:49 PM » |
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well it sounds cool, but i'm not quite following you. in any case, do you have any screenshots of it in action? cheers Yeah, click on my signature bunny link. First video is the lighting I'm talking about in action, but it has many more elements then what I was talking about here going on. With some shader coding it can be changed to work for lots of scenarios pretty well. If you like the effect I could try to explain it a little more thoroughly. aw nu, i've got signatures turned off. guess its time for them to come back. cheers, i'll check out the links.
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eigenbom
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« Reply #782 on: June 12, 2012, 12:02:53 AM » |
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Update: More lighting work, I've split the algorithm up into a number of passes, so it first performs light propagation within the 16x16 subchunks, then light is diffused between subchunks and another propagation step is done. Still a few bugs to iron out.. this stuff is doing my head in. The good thing is is that it will be generated on demand, and will only be recomputed (locally) if blocks are changed. Also, I'm on hiatus for 2 weeks, holiday time...
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SoulBlade
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« Reply #783 on: June 12, 2012, 12:33:53 AM » |
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Looks great, looking forward to seeing it in action.
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peous
Level 2
Indie opportunist
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« Reply #784 on: June 12, 2012, 05:47:57 AM » |
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looks promising! maybe some materials would let the light pass more than others ?
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eigenbom
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« Reply #785 on: June 12, 2012, 07:03:46 PM » |
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Update: the light algorithm seems to work alright now, although i'm sure there's some more edge cases i haven't stumbled upon, and I have no iea about its performance. I'm also doing a final blur pass which removes some of the awful artifacts.. And I'm not sure whether posterising it is still the way to go, but I'll have to wait until its all composited together to see how it'll look..
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eigenbom
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« Reply #786 on: June 12, 2012, 09:37:16 PM » |
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more tweakage
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BlueSweatshirt
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« Reply #787 on: June 12, 2012, 10:00:57 PM » |
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Stop tweaking! You... you junkie!
That looks really great
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eigenbom
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« Reply #788 on: June 12, 2012, 10:30:54 PM » |
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I started a new art topic over here to discuss the lighting and terrain. Fly there now and see pics! @jack (in garth's voice) i like to tweak
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DustyDrake
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« Reply #789 on: June 13, 2012, 08:04:14 AM » |
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more tweakage Yes. That looks beautiful and amazing
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SoHaunted
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« Reply #790 on: June 13, 2012, 01:06:03 PM » |
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more tweakage Yes. That looks beautiful and amazing I agree, that is the perfect amount of levels and tones. Looks great
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eigenbom
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« Reply #791 on: June 13, 2012, 06:58:29 PM » |
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DustyDrake
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« Reply #792 on: June 13, 2012, 07:10:16 PM » |
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I want to but I hate animations and every project I touch withers and dies.
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BlueSweatshirt
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« Reply #793 on: June 13, 2012, 07:19:53 PM » |
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Considering. [edit] I emailed you because I'm a cheeky bastard
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« Last Edit: June 13, 2012, 08:58:35 PM by Jack Sanders »
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Pixelulsar
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« Reply #794 on: June 20, 2012, 09:51:50 AM » |
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Will there only be one world, with a ship to fly around it, or will it be multiple worlds that you fly in between with a space ship? Just asking because I saw a ship inventory somewhere in this devlog.
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eigenbom
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« Reply #795 on: June 27, 2012, 07:37:50 PM » |
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hey pixelulsar - atm moonman is heading towards a "short story" format, each story/scenario will have its own world, so e.g., there will be a story with an island with villages, a central volcano with branching dungeons/caves off that, all surrounded by sea. The ship story will be one of the bigger stories - moonman crashes on a planet and has to fix his ship to get home, in that scenario the ship is a static entity with an inventory and special inventory slots that you have to fill with certain items to complete the scenario. There's also going to be an open-ended/sandbox story, in which the game plays more like minecraft (where there's no real goal).
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eyeliner
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« Reply #796 on: June 28, 2012, 07:33:15 AM » |
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Free or commercial?
Do you prefer apples over oranges?
Will the inventory items be available from the start or will the player have to find / fight for them?
What's your opinion on ramen noodles?
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Yeah.
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namragog
Guest
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« Reply #797 on: June 29, 2012, 07:33:16 AM » |
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I would like that many questions...
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sb3dgraph
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« Reply #798 on: July 02, 2012, 10:52:19 AM » |
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Any plans to put here some early build of the game? I'd like to poke her by my hands.
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eigenbom
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« Reply #799 on: July 02, 2012, 02:42:58 PM » |
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@eyeliner commercial; i'm allergic to oranges, so apples; inventory may be traditional roguelike, starting with a few random items; we call them 2-minute noodles in australia. thx for the q's. @sb3dgraph for sure, i'm working on it
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