standardcombo
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« Reply #280 on: December 18, 2014, 08:29:45 PM » |
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Thanks all for the feedback. This one is perfect - if you're still worried about height maybe the smoke could linger? I think fire does that in the meat world.
I'm not sure what you mean by smoke lingering. You mean instead of it just disappearing quickly? I tinted these blue for fun, recalling the old idea of using colors to represent magical items. In this take the colors are not as saturated as last time. No plans to make magic torches at the moment. Just a test! And some UI work
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« Last Edit: June 30, 2018, 11:48:27 PM by standardcombo »
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standardcombo
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« Reply #281 on: December 23, 2014, 12:00:45 PM » |
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Happy Holidays: Particle System Demo <- try in browserI would like to post a .gif of this but I'm having trouble getting it at a good enough frame rate, so if someone is able to do that I would be very thankful! A couple of thoughts on this demo. These effects are not intended to appear directly in the game. Each effect was designed to push the particle system and reveal the flaws (success there). I will most likely do some rain, water, smoke, weapon muzzle flashes and impact vfx, and perhaps some snow, however they will be tailored to fit the levels and items. There is a whole lot more this system can do. One thing it cannot do is adequately simulate physics because there is no interaction between the particles (yet). It's crazy but the particles are represented in 3D space, which means you could write a clever specular coloring based on normal, which would really help the water. Edit: After much tinkering and trying various tools, was able to capture this. Some things are not so easy on a mac..
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« Last Edit: June 30, 2018, 11:48:40 PM by standardcombo »
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JobLeonard
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« Reply #282 on: December 23, 2014, 04:56:30 PM » |
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eigenbom
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« Reply #283 on: December 23, 2014, 05:30:48 PM » |
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This game, i love this game
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standardcombo
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« Reply #284 on: December 23, 2014, 06:15:31 PM » |
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If you ever want to seriously make Moon Man ascii version let me know and I'll contribute some concepts. I have an idea for "HD ascii" which I think could work. Of course the original ansi style is hilarious.
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polkm
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« Reply #285 on: December 23, 2014, 10:25:38 PM » |
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That particle system is metal!
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standardcombo
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« Reply #286 on: December 26, 2014, 12:17:11 AM » |
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The particle system working in conjunction with the torch attack animation.
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« Last Edit: June 30, 2018, 11:48:57 PM by standardcombo »
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JobLeonard
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« Reply #287 on: December 26, 2014, 05:23:36 AM » |
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JLJac
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« Reply #288 on: December 26, 2014, 05:42:18 AM » |
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Soooo amazing! The smoke and sparks in that unity demo was heavenly! But the actual game doesn't have color?
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standardcombo
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« Reply #289 on: December 26, 2014, 10:28:30 AM » |
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Thanks! It's amazing what a bit of programming can do for vfx and animation. The entire particle system is just over 400 lines, with pooling and all. If I can extract it properly I will make it public.
The game is grayscale but I've been playing with color sometimes and may use it to help deliver information (already doing this in one case in the UI).
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standardcombo
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« Reply #290 on: December 26, 2014, 03:43:26 PM » |
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Obligatory 'left' handed version
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« Last Edit: June 30, 2018, 11:49:03 PM by standardcombo »
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Kyzrati
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« Reply #291 on: December 26, 2014, 03:45:27 PM » |
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Wait a minute, isn't that the right-handed version?
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standardcombo
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« Reply #292 on: December 26, 2014, 03:50:25 PM » |
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I suppose so but my pattern is to name anything on the right side as 'right' and on left side 'left' just to be consistent in the file names and variables.
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standardcombo
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« Reply #293 on: December 26, 2014, 10:14:05 PM » |
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Some weapon doodles
O ) ─/┼\─<`/ / \ ¯
O _,| ─/┼\─<`o / / \ ````
O /¯\ ─/┼\─)o( / \ \_/
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standardcombo
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« Reply #294 on: December 27, 2014, 10:31:53 PM » |
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« Last Edit: June 30, 2018, 11:49:11 PM by standardcombo »
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Polygonzo
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« Reply #295 on: December 27, 2014, 11:08:13 PM » |
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WICKED.
8s on the spiders, nice touch!
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marcgfx
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« Reply #296 on: December 27, 2014, 11:09:19 PM » |
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love the parallax scrolling, the spider webs in the foreground, the water, the cave. really impressive what you can convey using just ascii. the only thing i dont find that convincing is the fire. maybe you could consider using color, just for special-effects/weapons? i like the animation of the fire, just with all the other stuff going on in the background, its quite hard to see it (even when you know what it is). to me it looks mostly like a kind of whip.
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standardcombo
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« Reply #297 on: December 28, 2014, 02:41:32 PM » |
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love the parallax scrolling, the spider webs in the foreground, the water, the cave. really impressive what you can convey using just ascii. the only thing i dont find that convincing is the fire. maybe you could consider using color, just for special-effects/weapons? i like the animation of the fire, just with all the other stuff going on in the background, its quite hard to see it (even when you know what it is). to me it looks mostly like a kind of whip.
Thanks for the feedback. Color has a lot of potential for packing information into the game's constrained space. I am almost certain the game will have some color in the end, but I haven't spent enough time studying that yet. It's not something I can start throwing around. Deadwood Valley Waterfall 2.0I like how the top edge of the water transitions better compared to the original mockup. This is an important location and one of the things that really drove me to finally implement the particle system.
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« Last Edit: June 30, 2018, 11:49:23 PM by standardcombo »
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JobLeonard
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« Reply #298 on: December 29, 2014, 02:37:00 AM » |
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The waterfall looks MUCH better!
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Sub
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« Reply #299 on: December 29, 2014, 02:41:27 AM » |
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I don't comment too much, but holy shit. This looks amazing.
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