nosferathoo
Level 1
indiedev from Poland
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« Reply #9320 on: April 07, 2018, 08:41:26 AM » |
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This week we let off some steam in Profundum:
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chrilley
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« Reply #9323 on: April 07, 2018, 11:24:16 AM » |
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I put together a little mist shader for the grotto.
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kkyborg
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« Reply #9324 on: April 07, 2018, 11:35:39 AM » |
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SUPERVERSE: The atmosphere from the new universe, work in progress. #screenshotsaturday #gamedev
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Eyon
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« Reply #9325 on: April 07, 2018, 12:29:08 PM » |
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Ha ha a recent bug I had on the main character's power. He is not suppose to be able to make more than one black hole.
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Thaumaturge
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« Reply #9326 on: April 07, 2018, 05:08:50 PM » |
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@chrilley: That is a lovely pixel-mist effect! I really like it! ^_^ For myself, some building "prefabs"--structures that I currently intend to either use as small buildings, or as pieces from which to construct moderate or larger ones--and some objects to go with them. These are all work-in-progress, with stand-in textures.
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SeanNoonan
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« Reply #9329 on: April 08, 2018, 03:17:06 AM » |
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matriax
Guest
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« Reply #9330 on: April 13, 2018, 11:30:10 PM » |
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New 3D moclup using textures converted using PixaTool . The wood planks is the best, the brickwall not bad but maybe not fits all well with the floor, have to find other textures for that.
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RocketJuice
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« Reply #9331 on: April 14, 2018, 01:58:03 AM » |
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Slow and steady progress this week , we think level design speed should go exponentially faster as more props are modeled and available to use.
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Alec S.
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« Reply #9333 on: April 14, 2018, 09:56:40 AM » |
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badru
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« Reply #9334 on: April 14, 2018, 11:24:13 AM » |
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Hellooo!! This is my first post here other than in the intro thread~ I spent most of this week working on moving the water simulation for my TRPG project Tenderfoot Tactics from the CPU (was a map of linked nodes that correlated to vertices) to a texture/compute simulation on the GPU. I went from a 12x12 grid simulating at 24hz to a 256x256 grid simulating at 240hz! Unsurprisingly the phenomena are way more beautiful and naturalistic than before! Here's a lazily captured and kind of unimpressive gif of that: And then yesterday I finally dug into some very bad rendering code I'd walked away from in shame. And I'm way happier for it! This is for a game called Fire Place, and I'm raymarching at a fixed rate through a volumetric fire simulation. Mostly I just remapped my accumulated density to an exponential curve ala http://shaderbits.com/blog/creating-volumetric-ray-marcher and it looks about 1 billion times better. Although, again I was lazy and this ain't the best capture ever. Hoping to start devlogs for both of these babies here soon, once I find the energy and time...
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bitbulldotcom
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« Reply #9335 on: April 14, 2018, 11:57:04 AM » |
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New boss type enemy - the snapper! Click to play (like, obviously).
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Garlicguy
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« Reply #9336 on: April 14, 2018, 01:02:06 PM » |
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Mannapi
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« Reply #9338 on: April 14, 2018, 02:42:51 PM » |
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4 worms in a 3D space, but can only see and travel in a plane. Thankfully they can rotate the plane and try to find each other. WIP
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mzn528
Level 2
Dark Souls, Berserk and Vagabond Ultimate Fanboy
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« Reply #9339 on: April 14, 2018, 10:03:49 PM » |
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Noob Game Dev and Pixel Artist, twitter @mzn528 Soul Appeaser, a combat focused story rich ARPG DevLog
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