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Re: What are you working on?
[Re: DLively]
#444702
08/17/14 08:29
08/17/14 08:29
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@sivan
We need some kind of triple A call of dooty clone with these models.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: MasterQ32]
#444712
08/17/14 15:02
08/17/14 15:02
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Joined: Jun 2014
Posts: 97 Lagos, Nigeria
tolu619
Junior Member
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Junior Member
Joined: Jun 2014
Posts: 97
Lagos, Nigeria
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I am working on an obstacle course combat racing game. No vehicles, you play as monsters. Each monster has a different platforming special ability (flight, wall running, burrowing, etc). There are no item pick ups apart from cash and energy refills during races, because I didn't want to include the usual arsenal of pick-up weapon items that every character can use. Instead, every monster has his own unique set of offensive and defensive abilities, but you can only go into a race with 2 offensive, 1 defensive and 1 passive ability, so you have to pick before starting a race or tournament. The game has a Cel-Shaded art style and the character designs are similar to Digimon. I don't have a final name yet but for now, the working name is Project Monkey. I might eventually call the game "Oya, go!" Here's the steam concept page with screenshots, concept art and an early trailer http://steamcommunity.com/sharedfiles/filedetails/?id=281213043
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Re: What are you working on?
[Re: tolu619]
#444715
08/17/14 17:01
08/17/14 17:01
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Started playing around with pixel art again and fine tuned the hdr rendering and other shading techniques ![laugh laugh](/ubb7/images/graemlins/default_dark/laugh.gif) The scene in the screenshot was quickly thrown together, so it's not even remotely 'good', I know that. But it's main purpose is to test the hdr effect and that works pretty nice. ![](http://img5.fotos-hochladen.net/uploads/pixelshadingqwplv0rx8k.png) (click for full resolution) btw. the flames are actually animated (using a turbulence shader) which looks pretty good The next thing will be image-based lights to get flexible lighting.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: FEL]
#444718
08/17/14 17:16
08/17/14 17:16
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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shade-c is using a simpler bloom blur (shade-c uses 1 layer, I'm using 4 because the low resolution allows this, while being still really fast and with low memory usage) and most of all, no high dynamic range rendering
Last edited by Kartoffel; 08/17/14 17:20. Reason: idiotic typo
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#444720
08/17/14 17:43
08/17/14 17:43
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Joined: Oct 2004
Posts: 900 Lgh
rojart
User
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User
Joined: Oct 2004
Posts: 900
Lgh
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shade-c is using a simpler bloom blur (shade-c uses 1 layer,... That's right, but your work is very impressive!
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Re: What are you working on?
[Re: rojart]
#444722
08/17/14 17:58
08/17/14 17:58
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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thanks! but the theory behind it is actually really simple, it's just a lot of fine adjusting to get the maximum quality out of it (= in this case blur radius and hdr quality) without any visible artifacts and using color modifications until it looks nice to you ![grin grin](/ubb7/images/graemlins/default_dark/grin.gif)
Last edited by Kartoffel; 08/17/14 17:58.
POTATO-MAN saves the day! - Random
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