What I did today

Is this what they used in “Sir, you are being hunted?” I watched a video of them explaining something that looked a lot like this. Good work!

I just made multi-layered nebula which scrolls together with mouse.

GIF (10 mb):

https://dl.dropboxusercontent.com/u/67758055/jgo/nebulas.gif

That’s awesome. Is it for anything specific?

Is it procedural at all or pre-made textures?
Have been thinking of making a procedural galaxy/nebula thingamabob.

Yes, but we are still at planning/prototyping phase.

Pre-made textures processed using shader to give them semi-transparent nebula-like look. I will probably add more stars to the last layer to make everything look more like galaxy.

The scroll effect itself is inspired by War Thunder loading screens. :slight_smile:

Did I just find a bug? :S

First you see my explosion particle effect in the Particle Editor, the last part is the result in libGDX (my game).
Other particles work fine (as you can see).

Maybe try to find ground line equation and discard all particles below ground (if this is possible in LibGDX)?

filtering pixels.

75% resolution, spherical distortion. not as blurry as linear-filtering.

I was planning on tweaking the explosions later (after fixing the bug), it doesn’t crash if I draw below ground (negative y).
I have the same problem where or when doesn’t matter (I also drew it in mid-air).

EDIT: It had to do with some scaling, if I disable the scaling I do on the explosion, it works good (no hole).

EDIT 2: If anybody is interested in a proper scaling method:

public void scaleParticleEffect(ParticleEffect effect, float scale){
		for(int i = 0; i < effect.getEmitters().size; i++){
		    effect.getEmitters().get(i).getScale().setHigh(effect.getEmitters().get(i).getScale().getHighMin()*scale, effect.getEmitters().get(i).getScale().getHighMax()*scale);
		    effect.getEmitters().get(i).getScale().setLow(effect.getEmitters().get(i).getScale().getLowMin()*scale, effect.getEmitters().get(i).getScale().getLowMax()*scale);
			
		    effect.getEmitters().get(i).getVelocity().setHigh(effect.getEmitters().get(i).getVelocity().getHighMin()*scale, effect.getEmitters().get(i).getVelocity().getHighMax()*scale);
		    effect.getEmitters().get(i).getVelocity().setLow(effect.getEmitters().get(i).getVelocity().getLowMin()*scale, effect.getEmitters().get(i).getVelocity().getLowMax()*scale);
		}
	}

Started looking at some land tiles:

https://dl.dropboxusercontent.com/u/1668516/shots/roam/landtest1.png

Cheers,

Kev

Today I made a sliding and scrolling panel. Not much but it’s one of my first steps to improving gameplay ;D
Screenshot (click for full) :point:

http://i.imgur.com/oRzmPaV.png

I wrote a rant.

Which I might reply to once I finish reading it :slight_smile: - Probably the only notable thing I’m going to do today.

Much code, planning, nothing visual

I am working on my Game-Framework again, slowly turning it into a Game-Engine.

The result looks awesome (Using Portal 2 textures in this Image):

Learning and testing a VBO quad :slight_smile:

More pixel art tests for land and houses:

https://dl.dropboxusercontent.com/u/1668516/shots/roam/landtest2.png

Cheers,

Kev

I wrote a small program which does raycasting through a 3D texture.

  1. Find MRI image.

  1. Split it up into individual frames.

  2. Put frames in folder of program.

  3. Profit, in the form of broccoli!

Wow, that’s actually amazing! You should make this into actual software, companies could pay big bucks for a easy to use program like this :slight_smile:

Loving soft pixel art style. Very “relaxing” looking. :slight_smile: