I need to adjust the keyframes, but the basics are working. 😄
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. 😃
Current state of things:
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.
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.)
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.
I should start to cleanup the graph now... 🤪
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.
(1/x) My GDC talk "How (not) to create Textures for VFX" is online and available for FREE!
You can get Slides, Project Files (UE4 & 5.0) & more: https://gdc2022.simonschreibt.de
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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