alwex
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« Reply #60 on: April 06, 2015, 10:09:58 AM » |
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Worked on the light engine a little bit, now Tikotep is able to carry a light with him. It make very interesting possibility and add a feeling of being alone on some dark places. The light engine also cast some shadows and make nice effects.
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« Last Edit: November 29, 2015, 10:02:43 PM by alwex »
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alwex
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« Reply #61 on: April 08, 2015, 08:49:46 AM » |
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Hard work today, I just manage to finish a little gameplay video footage with some sounds and a little of action. The environment may be one of the final stages. I haven't taken the time to polish the graffics for this little demo. Here is the video Feedback/comments/advises are very welcome! Be sure to have the sound enabled
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« Last Edit: November 29, 2015, 10:02:58 PM by alwex »
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alwex
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« Reply #62 on: April 08, 2015, 11:55:59 AM » |
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Sorry for the bad image locations, my own server was down for migration purpose. Everything is ok now
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lobstersteve
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« Reply #63 on: April 08, 2015, 12:38:28 PM » |
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Saw the video. The atmosphere seems good, the lightning, the occasional growls + screenshake.
Some suggestions for improvements (if you not already know them):
All your sounds seem natural, so i would change the jumping sound to something less electronic. Some "woosh" sound for example. The tiles at 0:04 seem a bit out of place. The pipes seem kinda cut out..for example you can see the grey outlines of the square tiles on the edges. (Pretty sure you know that one^^) Maybe tone down the lightning of the lasers down a bit? Especially in places where there is already a lot of purple lightning it's a little too much.
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alwex
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« Reply #64 on: April 08, 2015, 11:41:44 PM » |
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Thank you for the feedback. I agree with you about the jump sound (the laser shot also seems to electronic to me). I would like to replace the jumping sound with a breath sound. What do you mean by "woosh" sound? A wind sound? a breath?
Totally agree to with the pipe, I will cut the edge or darken it to make it melt with the background.
I need to add a laserColor component to the system to be able to tune the laser light depending on the room
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lobstersteve
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« Reply #65 on: April 09, 2015, 04:57:47 AM » |
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yeah, i meant some wind sound. http://soundbible.com/682-Swoosh-1.htmlthese wouldn't fit exactly either, but probably something in that direction. something softer + shorter maybe. just a suggestion of course. several sound effects would fit.
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alwex
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« Reply #66 on: April 11, 2015, 04:22:31 AM » |
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@lobstersteve thank you for the idea/examples. I have made a few tests and it feel better without the electronic jump sound. I think I would prefere to add a human voice like this : human jump voiceof course it will need to fit with the design of Tikotep. I would like to add a sound while hitting the floor like in this video : link to the videoIf someone know some good free sounds like this I can use, it would be great. If not, I will try to record it by myself
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alwex
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« Reply #67 on: April 11, 2015, 08:11:15 AM » |
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Here are some little screenshot from some scene at the begining of the game
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kebapmanager
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« Reply #68 on: April 11, 2015, 01:32:32 PM » |
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How did you make multiple light sources, and still keep good performance? I was working on multiple light sources a while back, and my main performance issue was that I didnt know how to limit calculation for each light, a radius or such, how do you do this?
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alwex
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« Reply #69 on: April 11, 2015, 01:52:43 PM » |
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Hi kebapmanager, I use Box2DLight to generate the light effects, it is mainly based on shaders that keep your CPU from burning . Box2DLight use Box2D, but I wrote my own physic engine to keep good performances (I did not need all the stuff Box2D comme with). This way, I never update the box2D world, only the lights and shadows are calculated. I customize each light source like this: // the number of ray dramaticaly decrease the performances Light theLight = new PointLight(rayHandler, 64 * rayFactor); theLight.setDistance(distance); theLight.setColor(r, g, b, a); theLight.setPosition(x, y);
If I dont want to cast shadows, I keep the ray factor very low so that the light calculation will not impact performanes too much (ray are usefull for shadow casting only). To avoid performance issues, if a light is not in the camera scope, it is automatically disabled, the only light rendered are the one that are visible in the camera coordinates. I dont know if it is clear. You can read this very interesting article that describe how to create a light engine using shaders. hope it help
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alwex
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« Reply #70 on: April 11, 2015, 02:20:12 PM » |
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Here is a little dialog I made to test the dialog system of the game. you will feel this scene a little bit familiar I guess
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« Last Edit: November 29, 2015, 10:03:13 PM by alwex »
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alwex
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« Reply #71 on: April 15, 2015, 02:27:39 AM » |
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Today adding the ZIndex system to handle depth in light sources. I hope performance won't decrease to much with multiple pass light renderer (some on the background, some on the foreground).
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alwex
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« Reply #72 on: April 15, 2015, 09:35:28 AM » |
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The Zindex system is ready, I can now add lights at diferent depth but there uis still an issue, lights are always rendered over the rendered scene. It would have been great to be able to use multiple rayhandler, but box2DLights use FBO and my engine use FBO too, so I can't mix up all the FBO, and Box2DLights can't meld the lights from the differents layers. Here is a little video of a title screen mockup using the zindex system (see the moon light). I am not sure about the police, but I like the idea of the scripted camera. Some feedback would be very welcome (sorry for the text, I use it as a lorem ipsum).
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« Last Edit: April 15, 2015, 11:46:24 PM by alwex »
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alwex
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« Reply #73 on: April 17, 2015, 11:11:23 PM » |
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Here is a little explanation of how I calculate the zindex for objects (can be usefull for somemone) float maxDepth = world.getSystem(MapLoaderSystem.class).getBackLayerMaxIndex(); float factor = 1f / maxDepth;
float xCameraOffset = room.getX() + Const.VIEWPORT_MID_WIDTH; float xLayerPosition = x * factor * z; float xCorrection = xCameraOffset - (xCameraOffset * factor * z); float yCameraOffset = room.getY() + Const.VIEWPORT_MID_HEIGHT; float yLayerPosition = y * factor * z; float yCorrection = yCameraOffset - (yCameraOffset * factor * z); return new Point(xLayerPosition + xCorrection, yLayerPosition + yCorrection);
And the result It give a nice feeling of depth
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« Last Edit: November 29, 2015, 10:03:42 PM by alwex »
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Ishi
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« Reply #74 on: April 18, 2015, 04:23:59 AM » |
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This looks lovely! Posting to follow, keep up the good work!
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alwex
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« Reply #75 on: April 21, 2015, 11:09:43 AM » |
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I past the last 3 days working on a new water effect. Here is the result applied to a static image. the whole effect is done via shader (GLSL) mixing two normal maps with differents slide speed. I will add it to the engine soon to test with the pixel art style of the game. Mixed with the light engine, I hope the result will be nice.
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« Last Edit: November 29, 2015, 10:03:56 PM by alwex »
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alwex
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« Reply #76 on: April 22, 2015, 02:22:42 AM » |
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Made a little test with the new water effect. I think I have to make it more pixelated The sparkles color and the water color can be tuned via the map properties. Does someone know some good tool working on linux/windows to generate custom normal map? I know about Fluid noise generator, but I did not have a Mac and I am stuck with using the ones I found googling.
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« Last Edit: November 29, 2015, 10:04:07 PM by alwex »
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and
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« Reply #77 on: April 22, 2015, 05:00:17 AM » |
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This looks awesome! It's a really nice effect. I know you want it to fit more with the other art but it's still pretty lovely
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lobstersteve
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« Reply #78 on: April 22, 2015, 05:53:24 AM » |
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damn. b-e-a-utiful
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thefoolishbrave
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« Reply #79 on: April 22, 2015, 10:02:49 AM » |
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Totally totally digging the art of this (specifically the environments) and will definitely be keeping up on the progress!
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