keek's Recent Forum Activity

  • > I sensed you were doing that. Looks great so far! I think your game is really pushing me to go the 3D route

    >

    I really recommend you do it! The learning curve can be pretty high, though. Just stick to one tool that can do everything, like Blender, which is 100% free. I'd use it if I didn't teach myself to use 3ds Max years ago, and I'm now unable to learn any other 'traditional' 3D tool anymore. Also don't go for stuff like Zbrush, Mudbox, Sculptris or 3D Coat before you learn a traditional 3D software first. Those can't rig, animate or pre-render stuff for you.

    I used to use Maya religiously for several years for 3D (Model, Rig, Texture/shade, animation, etc). Your game has motivated me to pick it back up. Can't wait to see your progress!

  • > Look great! Curious - are you using any type of 3d elements here? Sorta looks like low poly 3d renders. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    >

    Indeed, they are just lowpoly models. The cartoony look comes from the flat lighting I'm using for them. They're basically just textureless (aside from bumpmapping) lowpoly models without any smoothing, single light source + ambient light, and a fake rimlight created in the material and not the lighting setup. Really simple stuff. I just render their animations into seperate frames and import them into the game without any post-processing. Here's a picture inside 3ds Max for anyone curious.

    https://dl.dropboxusercontent.com/u/50541629/teef2.jpg

    I sensed you were doing that. Looks great so far! I think your game is really pushing me to go the 3D route <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • New enemies, Guardian and Hornroach! Both working names.

    Look great! Curious - are you using any type of 3d elements here? Sorta looks like low poly 3d renders.

  • keek

    Or you want in the same idea of cylinder map .. sphere map ??

    This was exactly what I was looking for

  • Just updated this demo ... with the maximum gpu power used :

    Cpc colors tower ;

    http://gigatron3k.free.fr/html5/C2/FX/cpccymap

    Can you make a spherical demo? Like a world?

  • Hi nice people;

    There are many many crt fx around this galaxy, but i would show you another one , it's applied to the layout

    let's see demo , and don't forget Construct2 is the rule;

    http://gigatron3k.free.fr/html5/C2/FX/crtmonitor

    If you are interested please contact /// now you know who ...

    Btw : One Fx/day for C2 is the goal ;

    Regards

    Can you please provide source? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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  • This fx is missing in the fx list;

    Ok let's see and ask if you want this.

    http://gigatron3k.free.fr/html5/C2/FX/squaredot

    This shader draw square grid, you can manipulate sliders to test.

    Btw: i have my Samsung Galaxy S7 and all fx are working at full speed

    Can you please provide?

  • What sort of knowledge does someone need to have in order to use this?

    I'd like to know this, too.

  • > As for the lighting method I propose, well, I left this vague on purpose, because I don't really know how it should work <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised"> ! It will depend on the technology that will be used for the Lighting system, I am sure it has to be something more complicated than drawing and overlaying some shaded polygons, since it will have to respect multiple light sources that in return should interact with other light's shadows. And it should be fast! I'm thinking that you should be able to lit an entire level just with lights!

    >

    > I have no idea what libraries can do that, so I don't know how they will work, blend together or whatever they might have to do. What I wanted to depict is the workflow and how lights should affect other light's shadows and bump-mapping, with just a few clicks.

    >

    Well, in my mind blending modes gives the user freedom whether the individual Shadow Lights should be screened or added (dodged), hence why the user should be able to turn the Shadow Light effect opaque.

    With the tests I have made I reached the conclusion that screening individual lights looks best, since (I think) we're dealing with 8-bit rendering here. In the real world, light is additive, but that would require a floating point rendering rather than 8 or 16-bit colour depth. Floating colour for this kind of engine is way overkill, so I don't feel it is necessary. And Add-blending tends to create ugly blobs when two light sources are mixed together. Yet the user should have the freedom to choose what to make of the effect.

    This is a gif of the simple test I did with the lighting.

    https://imgur.com/Mojlpsn

    It is created with the same methods described by Ashley in the lighting tutorial. Although I am stuck with a limited number of lights, this is four dynamic lights with the demo running smoothly. I think this principle can hold at least ten lights at once on my regular laptop, I haven't tested it though, but using blending modes feels quite fast. And since I have a background in compositing, using blending modes for lighting feels very logical.

    I am no programmer though, so I really don't know if it's more efficient to blend these lights using alpha channel.

    But I do agree that AE's layer system provides both goods and bads. It's fast, but the flow of things are restricted by the layer order.

    Any chance of getting a demo of this?

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keek

Member since 3 May, 2011

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