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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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While googling about how to do lighting and shadows in a 2D game, I stumbled upon this great blog post from the devs of "Graveyard Keeper", I highly recommend the reading: gamedeveloper.com/programming/

Took a few tries, but I got the Jump Flood working an now have a Distance Field texture working ! :D
Just need to cleanup the pipeline now and integrate it in-game ! \0/

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Before moving on to collisions (which I have prepped the data for it already, now I need to translate it into the game) I want to play a bit with water surfaces.

Right now I built a new set of tiles with transparency. The goal is to render the map as a black and white mask and then generated a distance field from the hole.
From there I should be able to generated dynamic shorelines. :)

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I wrote about optimizing the new C++ based Blender OBJ importer, and it accidentally ventured into calling conventions topic. aras-p.info/blog/2022/05/12/sp

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