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TIGSource ForumsCommunityDevLogsBounty Road - Auto Gang RPG!
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Author Topic: Bounty Road - Auto Gang RPG!  (Read 17197 times)
Sankar
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« Reply #60 on: August 29, 2016, 07:42:42 AM »

I think chromatic aberration looks way better when the aberration itself colors are Yellowish-Orangy-Red and Blue-Blue. Instead of the "pure-red" and "greenish-blue."



It looks more like camera aberration, while the other feels more like a digital glitch.
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Shnurbs
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« Reply #61 on: August 29, 2016, 08:08:00 AM »

Jesus this game has style in spades. Can't wait to see more!
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woodsmoke
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« Reply #62 on: August 30, 2016, 04:21:27 AM »

Ohhh damage zones! Count me in. Hand Shake Left Smiley Hand Shake Right
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Pixel Noise
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« Reply #63 on: August 30, 2016, 06:41:22 AM »

Wow I don't know how I'm just seeing this for the first time, but this looks GREAT. I was interested from post #1 - but scanning through the thread, the progress you've made has been really impressive. Following  Beer!
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Miziziziz
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« Reply #64 on: August 30, 2016, 07:21:32 PM »

this looks pretty freakin awesome
What are you plans for that grass shown in the first post?
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thekosmonaut
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« Reply #65 on: August 31, 2016, 02:15:50 AM »

thanks for the positive feedback guys.

The grass was something I played around with because I had this idea of how to give millions of grass blades this basic spring functionality.

That said, it is something that I plan to integrate in the story. Special places in the world might still have some grass.
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thekosmonaut
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« Reply #66 on: August 31, 2016, 03:44:28 PM »

Holy moly.

I've downloaded substance painter today. As a programmer first, I am amazed at how competent this tool is
(probably easier to do without 20 years of baggage ... autodesk please)

It's so easy to learn the basics and super fun. Wow.

Anyways, I went ahead and textured the first vehicle

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thekosmonaut
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« Reply #67 on: September 01, 2016, 09:22:36 AM »

I've worked on the rendering of my materials some more.

My workflow is pretty good now with substance painter and I'm going the metallic/roughness route.

I've also written a small program to make the environment strip/map behave more correctly with rougher materials, nothing fancy, but nice. I think I'll eventually write a short blog post about it.



I've also started working on a particle editor inside the engine. Had to implement some new gui.


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io3 creations
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« Reply #68 on: September 01, 2016, 10:43:43 AM »

The game looks interesting! Smiley


I wondered if those red/cyan effects were perhaps intended for the red/cyan 3d glasses. Wink

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JobLeonard
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« Reply #69 on: September 01, 2016, 01:08:41 PM »

I'm protanomalous and what the hell are you peeps talking about? WTF
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thekosmonaut
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« Reply #70 on: September 01, 2016, 01:49:25 PM »

I'm protanomalous and what the hell are you peeps talking about? WTF

It's basically a channel separation. The red channel is scaled outwards and so the image seems split into a red and a green one. This is usually only a subpixel shift and only slightly affects the visuals.

In the example above the effect goes rogue and shifts apart the channels a lot.

For you I changed the split off channel to be blue instead of red. So it's a blue / yellow shift.

I exaggerated the effect a lot in this example below, but it's still a bit hard to tell, since there is so little blue in the overall image.

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JobLeonard
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« Reply #71 on: September 01, 2016, 02:14:53 PM »

I know what CA is, I'm just saying that I'm not noticing it in any gifs due to my colour blindness + the particular palette of this game. Even your zoomed in crop doesn't really help.
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thekosmonaut
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« Reply #72 on: September 01, 2016, 03:06:30 PM »

I know what CA is, I'm just saying that I'm not noticing it in any gifs due to my colour blindness + the particular palette of this game. Even your zoomed in crop doesn't really help.

sorry then. I actually wrote a shader a while back to create color-blind friendly screens.

Obviously not high priority right now Smiley
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JobLeonard
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« Reply #73 on: September 01, 2016, 11:54:24 PM »

I was just joking; I guess I should have used Cheesy instead of WTF, now it looks like I was genuinely complaining Tongue

Besides, this game looks great even when the CA isn't notable
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and
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« Reply #74 on: November 10, 2016, 03:32:48 AM »

This looks awesome.

Posting to follow (I have nothing of value to add to the conversation at this point in time).
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Panurge
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« Reply #75 on: November 10, 2016, 09:42:25 AM »

Love the aesthetic and the feeling of speed. Good, strategic vehicle combat games are thin on the ground. Reminds me a little of Dark Future (if you haven't played this, it's an awesome old GW tabletop game, might be good for some inspiration).

Are you aiming to have a completely linear story or will there be a degree of freedom, perhaps even some randomly generated bounty hunting?
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s_harriton
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« Reply #76 on: February 12, 2017, 11:01:40 AM »

I love the mad maxx vibe! It might be cool to have the terrain have more hills and valleys so you can get some air when you go over a bump. Could be cool. Regardless, NICE WORK!
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jg.camarasa
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« Reply #77 on: May 05, 2017, 01:57:33 AM »

This has sooo much style, following this right now.
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Zireael
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« Reply #78 on: May 05, 2017, 10:07:15 AM »

No idea why I wasn't already following it.

Mad kudos to the OP for implementing his own engine!
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Vertigon
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« Reply #79 on: May 18, 2017, 07:57:41 AM »

Looks great.  You've got a great style, and I know it's tough to keep pushing forward.  Looking forward to some updates soon.
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