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's Saturday let's have a fun silly thread about useful command line arguments🪡

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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@neobscura @033max I use Tweetdeck most of the time, but that doesn't clear the notification count, which is annoying mobile.

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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(1/x) My GDC talk "How (not) to create Textures for VFX" is online and available for FREE!
gdcvault.com/play/1027741/Visu
You can get Slides, Project Files (UE4 & 5.0) & more: gdc2022.simonschreibt.de

@Official_GDC@twitter.com

Got the base collisions in.
I ended-up building them in Tiled too by hand.
I suppose this could become be tedious in the long run, but I like the idea of freedom from the tileset itself that it gives.
Plus is as easy to parse as the tilesets themselves when exporting to the game.

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@033max @neobscura Un autre truc bien crado, c'est que si tu mets pas de pub, l'algo t'ignore vu que tu rapportes pas de thunes: twitter.com/FreyaHolmer/status

@033max @neobscura J'imagine que ça a du bouger depuis, ou que cela sera le cas dans le future. Mais en attendant ça montre bien à quel point la visibilité sur Youtube c'est un vrai casse-tête.

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