nova++
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« Reply #80 on: August 07, 2019, 06:31:53 PM » |
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Oh, I just found this in the procgen thread in the technical subforum, is this it?
Yeah, that's it. That example actually looks better than the ones I remember seeing. Still, I really really like the look of yours. You did a good job.
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oahda
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« Reply #81 on: August 08, 2019, 12:54:43 AM » |
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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. Almost sounds like you are designing a synth when you describe it like that I guess it's very similar except instead of sound it's imagery. Not familiar with that, I'm afraid! Like designing samples, finding the sound of the synth? Oh, I just found this in the procgen thread in the technical subforum, is this it?
Yeah, that's it. That example actually looks better than the ones I remember seeing. Still, I really really like the look of yours. You did a good job. Thank you! Just posted this in said thread as another example without machine learning was just posted too: So weird that these style transfer things are suddenly moving so fast when I'd never heard of them before until it was brought to my attention in my devlog yesterday. Scary! Looks pretty cool!
Sticking to my own shader tho.
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oahda
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« Reply #82 on: August 16, 2019, 02:50:35 AM » |
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« Last Edit: August 20, 2019, 05:32:03 AM by Prinsessa »
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Ordnas
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« Reply #84 on: August 16, 2019, 03:34:11 PM » |
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Cool! The color banding I see is caused by the gif compression?
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Games:
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oahda
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« Reply #85 on: August 17, 2019, 03:23:51 AM » |
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Aw that's pretty cool fan art. You already have fan art! Makes me want to make the hair pointier in the model too cos I really liked it! Cool! The color banding I see is caused by the gif compression?
Yep! You can see what it actually looks like in the bottom-right corner of the picture below with the different buffers.
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oahda
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« Reply #86 on: August 20, 2019, 05:31:49 AM » |
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« Last Edit: August 20, 2019, 05:50:52 AM by Prinsessa »
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dozd
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« Reply #87 on: August 20, 2019, 06:12:16 AM » |
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I really like the unique feel of your shader, very well done! I'm pretty good in a lot languages but writing own shaders (that looks somehow interesting) is something I'm still not able (and I am not near to that level). Do you have any recommendation for quality tutorials? Or how did you learn that?
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qMopey
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« Reply #89 on: August 20, 2019, 03:01:45 PM » |
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Wow very impressive! In a short time you've really gotten down a unique feel with just a few fundamental pieces. I suppose I have a long time to wait until you finally release this game... Usually I try not to get hyped for in development games until they are closer to release, but I can't help it
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oahda
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« Reply #90 on: August 21, 2019, 05:59:55 AM » |
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Aahhh, thank you so much!!
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ProgramGamer
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« Reply #91 on: August 21, 2019, 02:44:34 PM » |
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Sorry for not posting this earlier, but thanks for including my fanart in your devlog entry! And congrats on making such good progress!
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Shephf
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« Reply #92 on: August 21, 2019, 08:38:57 PM » |
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Painterly shader sure looks interesting, good job!
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JobLeonard
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« Reply #93 on: August 22, 2019, 08:21:48 AM » |
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It doesn't quite look like watercolour specifically yet It's not that far off from becoming a thick acrylic look though. I think. Maybe embrace it and go full Willem De Kooning on us
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oahda
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« Reply #94 on: August 23, 2019, 05:51:05 AM » |
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We'll see! Thanks, everyone!!
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amasinton
Level 1
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« Reply #95 on: September 03, 2019, 04:57:19 AM » |
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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!
That's pretty spectacular! How expensive is it to render? Could you combine this with other kinds of effects, for, say, UI or screen overlays? Are you drawing the screen many, many times per frame to get the edge detection, the blurring, the noise, etc? Truly fascinating! Well done!
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oahda
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« Reply #96 on: September 03, 2019, 10:24:03 AM » |
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Thank you!!
The edge detection is all in one pass but it does require multiple texture samples. The effect is taking place in 2D space as an image filter basically, so it could be done with UI too but that might get messy.
Not too expensive so far!
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oahda
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« Reply #97 on: September 06, 2019, 09:13:18 AM » |
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10 Sun and waterMessing with the sun and the sea... And the canals... Some things to bear in mind that affect the graphics negatively ATM: - Character is rendered as part of background so is too distorted
- Shadow map very low res and too small, so some jittery or missing shadows
- GIF compression
But I'm liking the colours I'm getting in place! These small additions help set the mood a lot!
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ChrisLSound
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« Reply #98 on: September 06, 2019, 10:21:32 AM » |
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Very very good! This might be a silly question, but will the game be taking place mostly at sunset?
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I make video/tabletop games and music!
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oahda
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« Reply #99 on: September 06, 2019, 12:20:05 PM » |
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Thanks! Yep!
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