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TIGSource ForumsCommunityDevLogsNova-111
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eddietree
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« on: February 27, 2014, 12:48:08 AM »



Nova-111 is a sci-fi turn-based adventure game with an innovative twist of real-time action! Explore alien worlds and combat fiendish alien creatures in your quest to restore the flow of time, all in the name of SCIENCE!

Official Site: nova111.com
Twitter: @funktroniclabs






« Last Edit: July 14, 2015, 10:54:25 PM by eddietree » Logged

migrafael
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« Reply #1 on: February 27, 2014, 01:26:24 AM »

WOw Wow Wow! The FX looks super crisp, and those colors!

Would love to know how you guys do those textures and outiles for the level art. Not the making of art itself but how is it implemented. It's not tiled based so how does it work? Would love to know how to do something like that.
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Tiago_BinaryPig
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« Reply #2 on: February 27, 2014, 04:14:44 AM »

WOw Wow Wow! The FX looks super crisp, and those colors!

Would love to know how you guys do those textures and outiles for the level art. Not the making of art itself but how is it implemented. It's not tiled based so how does it work? Would love to know how to do something like that.

Usually, when you opt to use a non tile-based map structure, you place entire "assets" as is (like in photoshop for example, using layers and what not).
That's what i do for my game, not sure if Nova uses such technique, i'm pretty sure is tiled-based for the looks of it. It has a grid, every assets fits inside each square of the grid...


Game related, looking fantastic. Clean artwork, very colorful. Really like the idea of mixing turned-based movement with real time movement, you have to think ahead more often, and faster.
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eddietree
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« Reply #3 on: February 27, 2014, 06:07:14 AM »

We prebaked the vertices of the background's back tiles during level creation.

The vertices have: position and texture coordinates...

During runtime rendering of the tiles, we sample 3 textures:
1. a tileable background texture
2. a "lighting" texture that has data encoded in all 3 of its RGBA channels. R=rim lighting, B=rim highlights, G=MASK
3. decal textures for decorations

And we just mix the textures together in the fragment shader..

Hmm.. maybe I will write an article about it on the blog soon.. will post it here! Smiley
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matriax
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« Reply #4 on: February 27, 2014, 06:16:26 AM »

Love the style!

Then only the 10% finished? O_O i though was almost finished and will be released soon after saw the video.
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eddietree
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« Reply #5 on: March 01, 2014, 07:50:20 AM »

Love the style!

Then only the 10% finished? O_O i though was almost finished and will be released soon after saw the video.

It is 10% for now... scope of the game still being discussed!
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eddietree
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« Reply #6 on: July 14, 2015, 10:58:38 PM »

Damn it has been a longgg while since I've first posted. lost track of time.. SORRY. Will try to continue to post things here as we move towards finishing it all up

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Miguelito
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« Reply #7 on: July 14, 2015, 11:02:41 PM »

Pictured, my screengrab from that VC with eddietree. He's a bit twitchy right now due to all the work.
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eddietree
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« Reply #8 on: July 14, 2015, 11:22:07 PM »

the previous post was a gif of Mr. George! He has quite a lot of nice things to talk about!



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InfiniteStateMachine
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« Reply #9 on: October 15, 2015, 06:55:47 AM »

We prebaked the vertices of the background's back tiles during level creation.

The vertices have: position and texture coordinates...

During runtime rendering of the tiles, we sample 3 textures:
1. a tileable background texture
2. a "lighting" texture that has data encoded in all 3 of its RGBA channels. R=rim lighting, B=rim highlights, G=MASK
3. decal textures for decorations

And we just mix the textures together in the fragment shader..

Hmm.. maybe I will write an article about it on the blog soon.. will post it here! Smiley

Please do. I'm interested about the "lighting" texture in particular.

Looking good. Looking forward to this next project. Kyoto was quite cool too Smiley
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