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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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Why is every-time I start to write an article, it grows so much ? 😄

I wanted to write about my HDR pipeline, and now I'm deep into color spaces and sRGB shenanigans.

I'm really liking Love(2D) more and more.
That tool roughly took 400 lines of Lua in total, and two shaders and was built in less than 24 hours.

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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'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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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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