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1411499 Posts in 69373 Topics- by 58428 Members - Latest Member: shelton786

April 25, 2024, 09:38:25 AM

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oahda
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« Reply #60 on: August 02, 2019, 07:24:49 AM »

What are your plans for KoalaTek? Will Apple & Worm 2 be powered by it??

The repo is public, so if you really want to you can, but it's a horrible unusable mess for anybody else at the moment and it keeps changing a lot from month to month, but by the time comes to start on your sequel, who knows, maybe it'll be stabler and easier to use? Tongue

But in all seriousness, my plans are really only to keep using and improving it for my own current and future games~
« Last Edit: August 02, 2019, 09:22:26 AM by Prinsessa » Logged

ChrisLSound
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« Reply #61 on: August 02, 2019, 08:32:09 AM »

This continues to look excellent! I really like the feel of the level layout even though it's still greybox. What are your inspirations for the architecture/layout?
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oahda
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« Reply #62 on: August 02, 2019, 09:32:05 AM »

Thank you!! Gomez

There are story aspects that called for sea and mountains to be present, so I built the idea around that and a couple of other beats I wanted to get in. Then I started sketching and it developed from there, I guess! c:

I'm trying to come up with an architectural style of my own based on shapes inspired by the sea as well but of course a building can only consist of so many various shapes to make sense and be practical, so there are undoubtedly going to be resemblances to all sorts of real-world counterparts. My inspirations are from all over the real world (anything I can find that looks watery), but I'm trying not to copy anything verbatim.
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ChrisLSound
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« Reply #63 on: August 02, 2019, 09:40:17 AM »

Very cool. You have so many ingredients I love - mountains, seaside town, snow... I wonder what real-life places have this mix. "Watery" architecture sounds super cool too. Can't wait to see how this gets fleshed out.
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oahda
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« Reply #64 on: August 05, 2019, 08:26:54 AM »

It's going to be relatively low poly, sort of hidden by a version of that painterly shader I showed in my main post

Dug up a screenshot of a more involved example scene from the Unity graphics prototype that I had forgotten about!



Still, this is just a test with a hastily modelled house and ground and I'm not entirely happy with it (and it'll end up looking different with the proper assets and a fully decorated town), especially not with the textures, but this is the general gist of it anyhow!
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diegzumillo
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« Reply #65 on: August 05, 2019, 08:32:40 AM »

holy molly that's a shader? it looks amazing!
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oahda
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« Reply #66 on: August 05, 2019, 08:42:06 AM »

Yep! Thanks!!

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ChrisLSound
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« Reply #67 on: August 05, 2019, 01:42:30 PM »

So good!!
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InfiniteStateMachine
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« Reply #68 on: August 05, 2019, 02:03:27 PM »

holy crap that's awesome  Shocked
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JobLeonard
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« Reply #69 on: August 06, 2019, 12:17:47 AM »

Daaaamn Prinsessa! That's gorgeous Kiss

EDIT: and the fact that it looks great in motion is pretty impressive too, a lot of these heavily artistic shaders just melt as soon as the scene starts moving
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oahda
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« Reply #70 on: August 06, 2019, 10:17:33 AM »

You're all amazing, thank you so much!! Cry Cry Cry
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« Reply #71 on: August 06, 2019, 02:48:30 PM »

As someone who really only knows how to do a basic 3D GLSL shader with no post-processing effects or anything like that, this looks like black magic to me WTF. Amazing work!
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oahda
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« Reply #72 on: August 07, 2019, 05:23:54 AM »

Thank you! To some extent I suppose it is, since it's not really a meticulously calculated thing where I knew exactly what I was doing down to every detail, but more of a process of discovery by playing with the numbers after getting the basic effect down. Cheesy
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JobLeonard
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« Reply #73 on: August 07, 2019, 06:12:04 AM »

So the process was kind of like... painting by numbers? Wink
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oahda
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« Reply #74 on: August 07, 2019, 06:17:13 AM »

Had to look that up! Didn't know those are called that in English. Indeed. Tongue
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nova++
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« Reply #75 on: August 07, 2019, 11:28:11 AM »

Wooaahh. That's really cool. This honestly looks way better than a lot of those trendy "style-replacement" machine learning things.
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oahda
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« Reply #76 on: August 07, 2019, 12:07:22 PM »

Thank you so much! I'm actually not sure I'm familiar with what you're referring to. Embarrassed

EDIT:
Oh, I just found this in the procgen thread in the technical subforum, is this it?



« Last Edit: August 07, 2019, 02:08:22 PM by Prinsessa » Logged

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« Reply #77 on: August 07, 2019, 12:13:06 PM »

Wow. This is stunning. I'm here to follow this project and wish you the best with it!
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oahda
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« Reply #78 on: August 07, 2019, 01:57:29 PM »

Thank you!! ;o;
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InfiniteStateMachine
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« Reply #79 on: August 07, 2019, 05:09:45 PM »

Thank you! To some extent I suppose it is, since it's not really a meticulously calculated thing where I knew exactly what I was doing down to every detail, but more of a process of discovery by playing with the numbers after getting the basic effect down. Cheesy

Almost sounds like you are designing a synth when you describe it like that Smiley I guess it's very similar except instead of sound it's imagery.
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