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June 23, 2018, 01:19:30 PM

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TIGSource ForumsCommunityDevLogsThe Lost Light of Sisu
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JobLeonard
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« Reply #260 on: March 16, 2018, 01:31:53 PM »

Very nice!

Could you add a little symbol (square, circle, x) in the top-left corner and at the controls as well, for the people who are colorblind?
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Nordanvinden
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« Reply #261 on: March 20, 2018, 01:38:01 PM »

Very nice!

Could you add a little symbol (square, circle, x) in the top-left corner and at the controls as well, for the people who are colorblind?

Ah, I see what you mean. Yeah that could definately help to understand how they are connected. Thanks for the tip!  Grin

I am also looking into using colors that works better for people who are colorblind. I got a tip about this image and using these colors:


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JobLeonard
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« Reply #262 on: March 20, 2018, 06:48:54 PM »

Well... that is an absolutely terrible selection of colors, hahaha.

Purple is Red + Blue. Colorblind people like me tend to see that as blue. Red, Green and Yellow are exactly the colors that are the weaker colors for the most common form of colorblindness

ColorBrewer2 has a good 4-color set:

http://colorbrewer2.org/#type=qualitative&scheme=Paired&n=4

Matplotlib has some good stuff too, although that is more about colorblind-friendly gradients, not categorical colors:

https://matplotlib.org/tutorials/colors/colormaps.html#sphx-glr-tutorials-colors-colormaps-py



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Nordanvinden
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« Reply #263 on: March 21, 2018, 01:16:57 PM »

Well... that is an absolutely terrible selection of colors, hahaha.

Purple is Red + Blue. Colorblind people like me tend to see that as blue. Red, Green and Yellow are exactly the colors that are the weaker colors for the most common form of colorblindness

ColorBrewer2 has a good 4-color set:

http://colorbrewer2.org/#type=qualitative&scheme=Paired&n=4

Matplotlib has some good stuff too, although that is more about colorblind-friendly gradients, not categorical colors:

https://matplotlib.org/tutorials/colors/colormaps.html#sphx-glr-tutorials-colors-colormaps-py





Oh haha, great that you got me paying some attention to this, thanks Smiley

I obviously dont know much about it so I should probably delve a bit deeper into it then, great with some references Blink
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Nordanvinden
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« Reply #264 on: March 22, 2018, 12:35:01 AM »

#Update 156 - Falling through the ground
So last friday I fixed some game breaking bugs.

1: You could fall through the ground at ceratin places.
2: The second boss would devour multiple enemies at once if they were in the "eating range" at the same time.
3: You could get stuck in a stompers flower hat.
4: The ice would flicker on night levels where there were no ambient light.

1 - Composite Collider 2D
As far as I could understand, this was caused by using the "Composite Collider 2D" that unity provides. This is a component that takes multiple collider component and turns them into one during runtime. I was using the "Polygons" setting in the "Geometry Type" options and I had similar issues with falling through the ground earlier when using the "Outlines" options.


Falling straight through ice collider.

So when I tried to figure out what was wrong, I did things like this:
- Looked at the created collider visually in the editor - it looked fine.
- Turned off the adjoined collider to where the character fell through - This helped in most cases.
- Changed the collider into not using the composite one - Worked well.

So I figured it might be a bug in the Polygon option. So I tried changing back to the outlines options. It has a default "Edge Radius" option of 0. When using that setting, the character fell through the ground pretty quickly again. But when I changed it to "0.01" I havent seen the bug. So hopefully this will work  Shrug

4 - Ice flicker
I could not figure out what actually caused this. I tried changing a lot of settings in both the material and light settings. In the end it seemed as if this visual artifact showd as soon as the material was transparent. So I decided to create a separate material for ice on the night levels. Its kind of a dirty fix, but it does the job  Well, hello there!


Ice stops receiveing light when charachter/camera is at a certain point/angle.
« Last Edit: March 22, 2018, 04:26:27 AM by Nordanvinden » Logged

Nordanvinden
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« Reply #265 on: March 29, 2018, 12:55:37 AM »

#Update 157 - Flying visualization

So I have been busy with creating company stuff and porting the game. But I also had time to make some improvements to the flying visualization.

The old one showed shortly how many jumps the player had left and then disappeared.

This is how it used to look:



Now the circles that indicate how many "in air jumps" there are left appear as soon as you leave the ground. They also stay for as long as the player is in the air.

This is how it looks now:



I thinks its clearer and hopefully players will pick up on it quicker.
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JobLeonard
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« Reply #266 on: March 29, 2018, 02:33:17 AM »

Love it!
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Nordanvinden
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« Reply #267 on: April 01, 2018, 07:45:14 AM »

Love it!

Thanks, Much appreciated! I´m glad it makes more sense Smiley
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Nordanvinden
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« Reply #268 on: April 05, 2018, 11:18:07 PM »

#Update 158 - Unified UI

Previously I had a separate UI for the world map and for the level since they contain different buttons and features. Yesterday I decided that I wanted to use the same UI prefab in the world map as in the level. The main thing to fix here was how to make sure that the correct buttons show at the right time. So the different situations for me would be:

- Using different platforms. Some may not need graphics settings for example.
- Being in the world map and not show buttons like restart level and such.
- Being in a level and show restart level, go back to world map, but not quit game.

The simpel solution for me was to use #if #else preconditions based on platform together with a check if it was the world map scene (build index 0). This way I could simply activate or deactivate the different buttons depending on which platform and scene that was loaded. The grid layout group took care of the placing of the buttons dynamically.

Updates

Im sorry if I am not posting as frequently here as I have before, but I try to write at least once every thursday. Its getting hard though when I'm porting the game to a platform I'm not sure that I can mention, and dealing with a lot of business set up which doesnt have anything to do with the game necessarily. So sorry about that, but Ill try to find interesting aspects of those things as well that might affect the game in certain ways. I hope you think that could be interesting as well  Smiley

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sidbarnhoorn
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« Reply #269 on: April 06, 2018, 05:23:24 AM »

Man, this is looking so nice / lovely! Looking forward to playing this.
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Siddhartha Barnhoorn
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Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

Website:
http://www.sidbarnhoorn.com
Bandcamp:
https://siddharthabarnhoorn.bandcamp.com
Twitter:
https://twitter.com/SidBarnhoorn
Nordanvinden
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« Reply #270 on: April 11, 2018, 11:00:41 PM »

Man, this is looking so nice / lovely! Looking forward to playing this.

Hey, thanks a lot! I hope it wont be too far into the future Smiley

#Update 159 - Choosing audio

I am in the middle of trying to find the final audio for everything in the game. Like Background ambiance, pickup sound etc etc.

I will write an update and try to link some audio when its more finalized. At this point it seems like I will be able to add all the audio that I wanted from the start, except for music. It will be more of an ambiance layer with birds, wind and things like that. But nothing is set in stone, so who knows, I might feel like it really needs to be some music there  Smiley
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Nordanvinden
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« Reply #271 on: April 13, 2018, 02:11:57 AM »

#Update 160 - World Map Audio

I have found and added the (hopefully  Shrug) final audio to the world map. So now there is audio for:

- Background ambiance
- Intro cinematic teleportation.
- Spaceship movement.
- Activating and selecting level, teleporter and boss level.
- Teleporting between planets.
- Final cinematic.

So I actually got inspiration for in game animations based off of sounds that I found. A good example is the heart beating boss level icon. I really like how it adds some extra tension before entering it Smiley



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SamLouix
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« Reply #272 on: April 13, 2018, 10:56:27 AM »

Hey this is pretty beautiful? Any ETA?

I'd love to be friends. Is this possible?  Gomez
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JobLeonard
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« Reply #273 on: April 13, 2018, 01:12:13 PM »

I love the idea, but I don't hear the hearbeat on the boss icon though?
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Nordanvinden
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« Reply #274 on: April 16, 2018, 12:45:37 PM »

I love the idea, but I don't hear the hearbeat on the boss icon though?

Cool that you like the idea Smiley

I have double checked that the heart beat audio in the video exists. The sound contains almost only very low frequencies so Im thinking that you might have listened through laptop speaker or something like that (that cuts off the lower frequencies)? Then it might not be able to hear it actually.. and that is in it self a good point  Smiley I should probably add som mid-frequencies to that audio so all types of speakers can play it.
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Nordanvinden
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« Reply #275 on: April 16, 2018, 12:49:48 PM »

Hey this is pretty beautiful? Any ETA?

I'd love to be friends. Is this possible?  Gomez

Hey, thanks! I appreciate that Smiley

I dont have an ETA but I am hoping in the coming 6 months. But its a really tricky thing to estimate.

Do you mean on the tigsource forum? Im not sure, but if it is, ofcourse  Beer!
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sidbarnhoorn
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« Reply #276 on: April 16, 2018, 02:14:23 PM »

What are your plans for the music? :-)
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Siddhartha Barnhoorn
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Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

Website:
http://www.sidbarnhoorn.com
Bandcamp:
https://siddharthabarnhoorn.bandcamp.com
Twitter:
https://twitter.com/SidBarnhoorn
JobLeonard
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« Reply #277 on: April 17, 2018, 10:10:40 AM »

Yep, was a laptop speaker  Smiley

Glad the feedback was of use Wink
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Nordanvinden
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« Reply #278 on: April 18, 2018, 12:58:20 PM »

What are your plans for the music? :-)

Hey!

The plan is to start by only having ambience-like audio and then build from that. You can hear parts of it in the #160 update Smiley
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Nordanvinden
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« Reply #279 on: April 18, 2018, 01:02:11 PM »

Yep, was a laptop speaker  Smiley

Glad the feedback was of use Wink

Ah, thats probably going to be common. Thanks for letting me know!

Haha, yes. It was great feedback  Wink
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