Been working on other stuff and I now have the draw order working, so characters can go under or above area of the map ! :D

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Done ! :)
Not 100% happy with the "Pick Color" action (it screenshots the desktop and then display that image to go and grab the pixel) but at least it's working.

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The stuff already out there is... not great.
Either over-engineered, or lacking functionalities.

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Got tired of having to convert Hexa or 255 based RGB colors to float, so I'm building my own Color Picker.
About time given how long this stuff has been bothering me daily !

Several hours (wasted) later, I almost got VSCode to behave like Atom, including the syntax highlighting.

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KDE start menu search system is dumb to a point I cannot comprehend.
Like why is the calculator the first result here ?
How is their fuzzy matching built to be so borked ?

Been reworking the way my bibliography is generated in my blog posts, added a smart system in the html generator so now I get fancy tooltips. 😃
It automatically handles the numbering of links as well as duplicate mention, etc.

Back on building new environment art, this time it's the buildings for the mountain's village.

Still not 100% sure about the look of the textures, but that's the beauty of Designer is that I can always go back and tweak stuff further again. 👌

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I have been wondering if I could speed-up some prototyping stuff.

For example, instead of drawing characters by hand to figure out the animation and poses... why not use 3D renders as a starting point ?

Will see how it goes, but I just started rendering the default UE4 character to that. 😃

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Today I built a new little tool to preview my charsets.

The goal is to see the walking animation while editing the source file (even psd files).

It's gonna be handy to author content.

(Don't mind the example here, it's the only good placeholder I could find on Internet.)

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Finally got it working ! I have color grading now, and it editable directly in-game. :)

I had to learn quite a bit of stuff about HDR rendering for it, so I think my next blog article will be about my render pipeline.

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So the "background" stuff I'm working on is LUT based color grading. I made good progress yesterday, but I'm still struggling with the handling of HDR colors... as you can see here.

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It has been a while since I posted an update.

While still working on background stuff, I continued iterating on content. I needed a snowy version of the environment, so I adjusted the tile style and added falling snowflakes. 😊

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Progress of the last few days:
- I finished the cliff textures, pretty happy about those ! :)
- I did a pass to adjust the contrast of the textures, things pop out a little better now
- I did a quick hack to implement my layering system, so now the player can pass behind elements, like the cliff edges.
- I improved the clouds shadows pattern and it looks much more natural now.

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I have been struggling these past few weeks on building a new set of tiles: cliffs !
Not easy to get something that works via Substance Designer at first, but I'm getting the hang of it. :D

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