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Post by kulu on Apr 22, 2017 19:23:30 GMT
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Post by indiedev on Apr 23, 2017 4:10:01 GMT
at least this one is playable for me, 1 tip is could improve on turret control so when arrow key released it stops moving, twice as much work stopping it all the time otherwise, many players also prefer to invert the Y axis so needs custom controls object for that, not sure if you included that in caged but you should have?
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Post by kulu on Apr 23, 2017 11:28:58 GMT
Thanks indiedev. models and texture wise , im going in a new direction. This project is seperate from caged photon , so all the character models are still going to change9they might not even look human , for this one) (I just wanted to see If I could make a fake crowd of characters). Im going to try and implement an LOD system or a 'visible only on near proximity' to populate the interior with props. the turret controls can be switched from arrow keys to mouse movement, just hit Lctrl to switch between arrow keys and mouse. your input is always helpful Indiedev
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Post by kulu on May 3, 2017 11:38:11 GMT
Hi . here is a first look at where im going with this project. all comments welcome. suggestions welcome . I think i like aliens too much..
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Post by GH Games on May 3, 2017 15:53:20 GMT
So many... alien... fish things Looks good though
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Post by Famer on May 4, 2017 7:16:39 GMT
Cosmic sort of thingy... Right?
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Post by kulu on May 4, 2017 9:42:42 GMT
Yeah Famer . Im often lost in the stars..... too much potential up there to be ignored
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Post by kulu on May 4, 2017 11:34:32 GMT
Hi . here is another progress vid
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Post by GH Games on May 4, 2017 14:03:41 GMT
As awesome as this looks, which it really does, there are quite a few effects that make my eyes hate me. It isn't so bad it looks unplayable, but imho I'd not use as many. Other than look looking forward to it bro
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Post by Rafay Jutt on May 4, 2017 14:59:03 GMT
kulu That is really cool!
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Post by kulu on May 4, 2017 22:38:03 GMT
going for less, effects and more engaging gameplay, thats why Im trying different scenarios. thanks for the comments guys
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Post by indiedev on May 5, 2017 5:24:32 GMT
i don't get why you used a 4096 texture, scalewise it's overkill unless the player can see 1/4 of 1 tile of it filling the entire screen vertically, running on a screen at 1080p. even then it'd be better to tile a 2048 texture twice as much to get the same detail, or 4x 2048 tiling would actually double the detail, as 4096 stretched too much can still look low res. the formula i use for each texture is:
1080 / amount of tiles vertically visible at closest desired range [like standing in front of a wall] = texture resolution [rounded to nearest power of 2 sizes] e.g -1080/2 tiles=512 texture ---------------
edit:
if the 4096 was a texture atlas for almost the entire level with 16 seperate 1024's in it that use would be a good one.
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Post by kulu on May 6, 2017 20:13:09 GMT
Thanks indiedev . i used 4k map because i dont know how to use light maps. so i baked the shadows , diffuse , spec and bump into one map, because the enviroment model has alot of desks , chairs and beds , and they're all in different places , i had to use one big map to get all the shadows and lighting in the right place, for each object. if I wasnt baking the shadows and lights in one map, I would have just tiled the same map accross the whole model. but I saw that there is a tiled light map shader that shadmar made . i just have to get a tutorial on how to make light maps. any help would be apprecieated . thanks again for the comments.
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Post by indiedev on May 8, 2017 14:01:45 GMT
i use sketchup, which doesn't have built in shadow baking, so you are asking the wrong guy here, i also don't need light maps as yet as i use surface based shadows, textured shadows [which you could call manual light maps] and minimal shadow casts only when really needed.
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Post by kulu on May 9, 2017 9:15:12 GMT
cool. Ive done a light map tutorial , for Shadmars light map shader. I have to have x2 of the same model. but it works.
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Post by kulu on May 9, 2017 15:42:35 GMT
hi. here is another vid of planet of the invaders . this one shows basic squad control and a battle between two gunships . all comments welcome here is the game page on itch.io nkululeko.itch.io/planet-of-the-invaders
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Post by kulu on May 11, 2017 6:53:29 GMT
Hello . here is video number four of Planet of the Invaders. showing the new enviroment textures, which dont use realtime shadows at all. thanks to Shadmars shaders and the tutorials on how to use those shaders.
all comments welcome
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Post by indiedev on May 13, 2017 4:39:31 GMT
i noticed in the demo you had some non power of 2 texture sizes [like 1164x511 instead of 1024x512, etc] be aware that doing so requires the gfx card to convert these to nearest x2 sizes, causing some lag. it's better to stretch or shrink the image to nearest x2 size, then rescale it to the odd size in the model software
as you also likely know it's best to use .dds with mip-maps baked in for the final optimize [just use .png or .jpg during dev only]
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Post by kulu on May 13, 2017 12:41:14 GMT
noted Indiedev . runs above 25 frames at the moment, i thought the extra model just for the light map would casue issue , but it hasnt so far.
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Post by indiedev on May 15, 2017 3:49:17 GMT
the other method [shader] just uses 1 big lightmap texture over the whole 1 model instead, similar to your baking, but i think you can also tile the base texture seperately, so that seems the best method.
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