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Nov 8, 2017
3,532
I didn't even know about Bobby Bearing, interesting! Would your engine support something like Marble Madness or is it strictly screen-by-screen with no scrolling?
Yes, Iso Realms supports scrolling. I was originally planning to have a scrolling option in the Spindizzy Remake, but decided to omit it due to some screens that were obscured by the surrounding screens, making them near-impossible to play. The video below shows an older version of the Spindizzy Remake that still used the scrolling mode in the first minute.

I'm not sure about doing Marble Madness; it seems like a lot of effort for a very short game, and it seems that other developers have done it already.

 

Rogue Agent

Member
Oct 25, 2017
2,529
I don't think my long overdue project will be finished :/ Nor will I have the time to make my next idea any time soon.

Why? Well, I finally got a job! :D The contract is signed and in about 1.5 months I'll be moving to another town to work in game QA! :D Feelsgoodman.jpg
When I read your first sentence, I thought this was bad news. But it looks like it's not - congratulations! I hope it goes well for you.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
When I read your first sentence, I thought this was bad news. But it looks like it's not - congratulations! I hope it goes well for you.
I know, right? :D Thanks. I'll have to re-read my contract but it seemed during the interviews that hobby projects are frowned upon (at least if there's potential money involved). I believe this opportunity is a door into a much larger world so putting some projects on ice is a small price to pay :)
 

Rogue Agent

Member
Oct 25, 2017
2,529
I know, right? :D Thanks. I'll have to re-read my contract but it seemed during the interviews that hobby projects are frowned upon (at least if there's potential money involved). I believe this opportunity is a door into a much larger world so putting some projects on ice is a small price to pay :)
Indeed :) I hope the trade-off is worth it. Good luck.
 
Oct 25, 2017
6,227
Mementos
To summarize your problems, I see this:
Guy 1 - Month Break
Guy 2 - Works on Move scripts
Guys 1 and 2 are angry, one is quiting.
Guy 3 - Can't get Unity working, job undefined.
You - Created Music.

It sounds like you have no direction and no one taking the reigns to really lead the project. You have developers stepping on each other and no real accountability for work that is being done.

I would organize your project into a list of tasks. You should use something like Trello to track each item of work. It allows you to assign tasks to specific people and it let's you easily see the status of everything that is being worked on. This creates accountability. It highlights items that are holding things up. It gives people coming back from breaks a place to find new work without causing problems. It creates structure from the chaos that destroys projects.

Define all the work you need to finish your game. Prioritize all of that work into a list. Assign each task one at a time to someone on your team. Trim down your project by removing unnecessary mechanics. Trim down your team by removing people that are holding things up. Learn to do everything yourself and carry work you need done across the finish line to the best of your ability.

Once your work is better defined start creating monthly goals. Hitting small goals is great for motivation. Move the project forward bit by bit and trim the fat when needed.
Tht 1 guy did suggest Trello, but tht ws months fter we strted nd we voted not to use it. I did hve document written for tsks for ech person nd dtes for when we wnted to get ech thing done, but we didn't hit. I m trying to decide wht to exctly sy t this point so I cn get bck on trck. I'm just not sure wht nd I keep contemplting on wht to sy. I m trying my fucking best here to lern this progrmming, but fter ll these yers I think my ptience nd ttention hs grown even smller. It ws lwys hrd nd boring to me, but it's been worse thn ever these pst 3 yers. Oh nd I didn't ctully crete the music. I got someone for tht.
 

K Monkey

Member
Oct 25, 2017
278
I know, right? :D Thanks. I'll have to re-read my contract but it seemed during the interviews that hobby projects are frowned upon (at least if there's potential money involved). I believe this opportunity is a door into a much larger world so putting some projects on ice is a small price to pay :)

If you don't feel like you need a break, maybe keep working on your personal projects at home and stay on top of your self development. Not saying you should release projects to the public whilst being employed but saying that you need to look after your future at all times for when you decide to move on from this new position (internally/externally).
 

Dave.

Member
Oct 27, 2017
6,152
Not quite sure, I guess this is probably the best thread to link it - seems this is the general "learn how to make games" thread? A few days ago I found this superb documentation on the how and why of "Physically Based Rendering". There probably exists better in textbooks, but I've never found something like this for PBR online before:

https://google.github.io/filament/Filament.md.html

Recommend using Firefox to read if possible due to the MathML content. (Kinda lol since the document is by Google!)
 

zq_audio

Member
Oct 30, 2017
16
Posted this in a thread for Point & Click adventures but hopefully y'all don't mind a second post.

Hey all -

Apologies if this is too much self-promotion, but I'm just really proud and exhausted and overwhelmed.

My brother and I have been working on our own game since 2012. It's a point & click adventure game that's inspired by the old Sierra and Lucasarts adventures. It's called, "Arkhangel: The House of the Seven Stars". It's finally out.

Why the hell did we do this? Well, I had an idea for a short story many years ago, but I didn't really know how to really tell it. It gnawed at me for a really, really long time. I'd think about. Sit behind the computer with Word open. Smash my face against the screen and then put it on ice again. Fast forward to 2012. I had just bought an old Roland MT-32 and Sound Canvas on eBay and started re-playing a whole bunch of old Sierra/Lucasarts adventure games the way I always dreamed of playing them as a kid (because I'm a turbo nerd) when it finally clicked. I knew how to tell the story in this context. I called my brother and asked if he'd want to do this with me and he was like, "Aw yiss." We spent months building up this massive mythology and fine tuning the primary story arc. We have also expanded into doing a tabletop game that will go into kickstarter mode this fall (more info on that at a later date).

The only problem was I had no idea what I was doing. I've been in the games industry for 18 years, but I'm an audio director and sound designer. I didn't know how to build a model or make a visual effect or create a cinematic or design a puzzle...so I just hunkered down and learned stuff (and broke a lot of stuff in the process..and yelled a lot). Plus, Adventure Creator was a godsend.

Over the course of development, our dad was diagnosed with terminal cancer. He passed in 2014. There are a lot of underlying themes in Arkhangel that circle around dealing with terminal illness, loss, depression, anxiety, addiction, etc...The last time I saw my dad, we did a little VO recording session because I had put him in the game (he, my mom, and my oldest brother are the proprietors of the local saloon in town). We didn't end up using the VO files (the game is all text...no voice over), but it's something that I will cherish always.

Anyway. I don't want to take up more of your time, but I wanted to send you some links if you are interested:

Here's the launch trailer -



Here's the Steam bundle that contains the game with the soundtrack. Chad Seiter is the composer for this. He's worked on stuff like ReCore, FRINGE, LOST, The Legend of Zelda: Symphony of the Goddesses, etc... He's one of my oldest/best friends and my god, do I love the score that he did for this. I might be a little biased, but I think it's his best work. - https://store.steampowered.com/bundle/7391/Arkhangel_The_House_of_the_Seven_Stars__Game__Soundtrack/

Here's the core game - https://store.steampowered.com/app/868580/Arkhangel_The_House_of_the_Seven_Stars/

So. Yeah. It's been a crazy couple of weeks for us. Is it a perfect game? Of course not. I only see the flaws right now. There's a lot of stuff I wish I could go back and change. I wish we had more money/resources (and people...doing this with only two people was insane) and I still have a lot of learning to do but…it's time to let it go and move on to something new. I'm pretty damn proud of this little thing. Check it out if you dig this sort of game. Would love to hear your thoughts.

-Zack
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Not quite sure, I guess this is probably the best thread to link it - seems this is the general "learn how to make games" thread? A few days ago I found this superb documentation on the how and why of "Physically Based Rendering". There probably exists better in textbooks, but I've never found something like this for PBR online before:

https://google.github.io/filament/Filament.md.html

Recommend using Firefox to read if possible due to the MathML content. (Kinda lol since the document is by Google!)

Thanks a lot for that. A bit advanced for me since I know next to nothing about modeling and shading, but I've been reading bits of it, it's explained in a very intuitive manner, especially if you know a bit about simple physics. I was wondering if Smash Bros Ultimate might have switched to the Disney BRDF they mention, since the characters have very notable white / light "outlines" now.

Posted this in a thread for Point & Click adventures but hopefully y'all don't mind a second post.

Hey all -

Apologies if this is too much self-promotion, but I'm just really proud and exhausted and overwhelmed.

My brother and I have been working on our own game since 2012. It's a point & click adventure game that's inspired by the old Sierra and Lucasarts adventures. It's called, "Arkhangel: The House of the Seven Stars". It's finally out.

Why the hell did we do this? Well, I had an idea for a short story many years ago, but I didn't really know how to really tell it. It gnawed at me for a really, really long time. I'd think about. Sit behind the computer with Word open. Smash my face against the screen and then put it on ice again. Fast forward to 2012. I had just bought an old Roland MT-32 and Sound Canvas on eBay and started re-playing a whole bunch of old Sierra/Lucasarts adventure games the way I always dreamed of playing them as a kid (because I'm a turbo nerd) when it finally clicked. I knew how to tell the story in this context. I called my brother and asked if he'd want to do this with me and he was like, "Aw yiss." We spent months building up this massive mythology and fine tuning the primary story arc. We have also expanded into doing a tabletop game that will go into kickstarter mode this fall (more info on that at a later date).

The only problem was I had no idea what I was doing. I've been in the games industry for 18 years, but I'm an audio director and sound designer. I didn't know how to build a model or make a visual effect or create a cinematic or design a puzzle...so I just hunkered down and learned stuff (and broke a lot of stuff in the process..and yelled a lot). Plus, Adventure Creator was a godsend.

Over the course of development, our dad was diagnosed with terminal cancer. He passed in 2014. There are a lot of underlying themes in Arkhangel that circle around dealing with terminal illness, loss, depression, anxiety, addiction, etc...The last time I saw my dad, we did a little VO recording session because I had put him in the game (he, my mom, and my oldest brother are the proprietors of the local saloon in town). We didn't end up using the VO files (the game is all text...no voice over), but it's something that I will cherish always.

Anyway. I don't want to take up more of your time, but I wanted to send you some links if you are interested:

Here's the launch trailer -



Here's the Steam bundle that contains the game with the soundtrack. Chad Seiter is the composer for this. He's worked on stuff like ReCore, FRINGE, LOST, The Legend of Zelda: Symphony of the Goddesses, etc... He's one of my oldest/best friends and my god, do I love the score that he did for this. I might be a little biased, but I think it's his best work. - https://store.steampowered.com/bundle/7391/Arkhangel_The_House_of_the_Seven_Stars__Game__Soundtrack/

Here's the core game - https://store.steampowered.com/app/868580/Arkhangel_The_House_of_the_Seven_Stars/

So. Yeah. It's been a crazy couple of weeks for us. Is it a perfect game? Of course not. I only see the flaws right now. There's a lot of stuff I wish I could go back and change. I wish we had more money/resources (and people...doing this with only two people was insane) and I still have a lot of learning to do but…it's time to let it go and move on to something new. I'm pretty damn proud of this little thing. Check it out if you dig this sort of game. Would love to hear your thoughts.

-Zack


First of all, my belated condolences for your father. :(
This is amazing, the only thing is I wish you had come to the thread earlier so we could see you progress in real time. :) It's so ambitious for only two people, the fact that you two managed to pull it off is so impressive. Thanks for sharing!
 

zq_audio

Member
Oct 30, 2017
16
First of all, my belated condolences for your father. :(
This is amazing, the only thing is I wish you had come to the thread earlier so we could see you progress in real time. :) It's so ambitious for only two people, the fact that you two managed to pull it off is so impressive. Thanks for sharing!

Thank you so much!! I think he would have dug it. He always really enjoyed seeing what his boys were up to and he was able to at least see some early game-play footage.

We are definitely...bad at PR. Hehehe - Trying to get better at it but I get so wrapped up in the actual game that it's sometimes hard to know what to talk about and where to talk about it!
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
There's nothing quite like giant flaming wings to get your double jump animation off the ground :)

lutessa.gif


I decided depending on which magic element you're using at the time determines which animation plays when you double jump. It's purely cosmetic, but I think it makes the game more fun to look at.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,421
yeah that sort of visual flare is beautiful. Bayo Butterflies!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
There's nothing quite like giant flaming wings to get your double jump animation off the ground :)

lutessa.gif


I decided depending on which magic element you're using at the time determines which animation plays when you double jump. It's purely cosmetic, but I think it makes the game more fun to look at.

Really beautiful at the start, but I'm not 100% about the ending / "fade out" animation. It kind of looks like they become strands of melted cheese. Or perhaps I'm just hungry. :D
 

Lady Bow

Member
Nov 30, 2017
11,297
There's nothing quite like giant flaming wings to get your double jump animation off the ground :)

lutessa.gif


I decided depending on which magic element you're using at the time determines which animation plays when you double jump. It's purely cosmetic, but I think it makes the game more fun to look at.
Damn! That's reaaaaaalllllly awesome.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Damn! That's reaaaaaalllllly awesome.
yeah that sort of visual flare is beautiful. Bayo Butterflies!
Thank you :)

Really beautiful at the start, but I'm not 100% about the ending / "fade out" animation. It kind of looks like they become strands of melted cheese. Or perhaps I'm just hungry. :D
lmao. That's funny. I hadn't seen it before but I know why you think that. This was just a capture in Spine. In Unity the orange color will be brighter, pulsating, and accompanied by a plethora of particle effects. Thanks for looking out!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thank you :)

lmao. That's funny. I hadn't seen it before but I know why you think that. This was just a capture in Spine. In Unity the orange color will be brighter, pulsating, and accompanied by a plethora of particle effects. Thanks for looking out!

Ah, that figures. I guess some animations look completely different without effects, I remember some of them when fooling around in WoWModelViewer. :)
 

modoversus

Member
Oct 25, 2017
5,675
México
Trough the years, in different forums (including here) and posts on social media, I have noticed that no one ever mentions Clickteam Fusion as an available tool. Why is this? People have released commercial games with it.
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
Trough the years, in different forums (including here) and posts on social media, I have noticed that no one ever mentions Clickteam Fusion as an available tool. Why is this? People have released commercial games with it.
I haven't tried it but from what I can tell it's considered pretty old and crusty.

Did BlazeHedgehog make it over from the thread on the old forum? They were using it.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Trough the years, in different forums (including here) and posts on social media, I have noticed that no one ever mentions Clickteam Fusion as an available tool. Why is this? People have released commercial games with it.

- Literally never heard of it before.
- Paid.

At a first glance I'd say these two reasons would be among the first...

Edit: Apparently it doesn't let you build for consoles either? Yeah, I'm going to go with "why would anyone want to use it, ever?".
 

modoversus

Member
Oct 25, 2017
5,675
México
- Literally never heard of it before.
- Paid.

At a first glance I'd say these two reasons would be among the first...

Edit: Apparently it doesn't let you build for consoles either? Yeah, I'm going to go with "why would anyone want to use it, ever?".

- There is a free version.

Pico and RPG Maker are not free, just to mention a few examples, nor do they build for consoles either, and they do pop up on these kinds of threads and lists.

So it's really weird, considering how long it has existed, and how many commercial games have been released on PC, mobile, and even consoles using Click Fusion.
 

Deleted member 6056

Oct 25, 2017
7,240
Been a super long spell of overtime at the powerplant so I've been busy. Plus today was DFBZ dlc characters. I'm gonna try and hit my grind list on Pixel game maker MV though and report back soon with stuff. Hopefully I can make some interesting bullet patterns and tools.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
- There is a free version.

Pico and RPG Maker are not free, just to mention a few examples, nor do they build for consoles either, and they do pop up on these kinds of threads and lists.

So it's really weird, considering how long it has existed, and how many commercial games have been released on PC, mobile, and even consoles using Click Fusion.
The forums you're talking about where it's not mentioned probably have relatively few (or zero) people using the tool. There's not like a hidden agenda to suppress it by anyone.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
- There is a free version.

Pico and RPG Maker are not free, just to mention a few examples, nor do they build for consoles either, and they do pop up on these kinds of threads and lists.

So it's really weird, considering how long it has existed, and how many commercial games have been released on PC, mobile, and even consoles using Click Fusion.

"Many"? Besides FNAF and Freedom Planet, what other games have been made with it?

And even Freedom Planet 2 is being made in Unity, even with the team having to take the time to port stuff; that kind of tells everything you need to know.
 

modoversus

Member
Oct 25, 2017
5,675
México
"Many"? Besides FNAF and Freedom Planet, what other games have been made with it?

And even Freedom Planet 2 is being made in Unity, even with the team having to take the time to port stuff; that kind of tells everything you need to know.

You may use Google to find the answer of how many commercial releases have been made using with click fusion. I'm not here for any type of "development tool" competition or whatever.

That a dev team changes engines for a sequel does not say much to be honest. Changing from Unity to Unreal or Gdevelop does not make the rest of the tools obsolete.

The forums you're talking about where it's not mentioned probably have relatively few (or zero) people using the tool. There's not like a hidden agenda to suppress it by anyone.

Oh, no, I don't believe there is an agenda or any ill intent. Just curious to know since it seems to have advantages over certain tools that are frequently mentioned, yet it's rarely mentioned along them as a valid alternative.

It does have flaws and quirks, you bet, but so do the others. Someone mentioned here that it's old, and yeah, it kind of is since it's origins are from clik and play in 1994 on Windows 3.0 , but still useful.
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
About to FINALLY learn how to properly work with blend shapes. I got away with it in my last game by not having any facial animation.

There's nothing quite like giant flaming wings to get your double jump animation off the ground :)

lutessa.gif


I decided depending on which magic element you're using at the time determines which animation plays when you double jump. It's purely cosmetic, but I think it makes the game more fun to look at.

Yeah this looks really nice :)
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
In regards to Clickteam Fusion 2.5 I think it's fair to say that it's most direct competition ended up being Construct 2 and that a lot of people went for the latter.

The somewhat poor reception I've seen for Construct 3 from Construct 2 users gives Clickteam a window to steal some marketshare. But they need to get Fusion 3 out the door to really take advantage.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,421
working out my movesets and I have a real stupid amount of movesets to pixelanimate for even just ONE moveset because I am an IDIOT

good thing this is a side project. Been looking at workflows - there's a great series of deep dives on Gamasutra and the Dead Cells 3d-to-2d workflow looks amazing. If I knew 3D at all, anyway.
 

Dave.

Member
Oct 27, 2017
6,152
working out my movesets and I have a real stupid amount of movesets to pixelanimate for even just ONE moveset because I am an IDIOT

good thing this is a side project. Been looking at workflows - there's a great series of deep dives on Gamasutra and the Dead Cells 3d-to-2d workflow looks amazing. If I knew 3D at all, anyway.

Thank you for mentioning this, very interesting.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Worked on a frost overlay shader for status effects tonight. It's probably pretty rudimentary for the technical artists out there but I was quite pleased with the results :P

EbmT2bm.gif


mostly it's just sampling three different textures and getting different UVs from different sources, so not that complicated, but it took me all night trialing and erring to get something I was happy with

Code:
//Shader written by Sabrina Carlyle
Shader "Magic Sprites/Frosty"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}

        _FrostTex("Frost Texture", 2D) = "blue" {}
        _AlphaMask("Dissolve Mask", 2D) = "white" {}
        _Amount("Amount", Range(0.0, 1.0)) = 1
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #pragma target 3.0
            #include "UnityCG.cginc"
           
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float2 uv : TEXCOORD0;
                float2 worldpos: TEXCOORD1;
            };

            v2f vert (
                float4 vertex : POSITION, // vertex position input
                float2 uv : TEXCOORD0, // texture coordinate input
                out float4 outpos : SV_POSITION // clip space position output
                )
            {
                v2f o;
                o.uv = uv;
                o.worldpos = mul (unity_ObjectToWorld, vertex);
                outpos = UnityObjectToClipPos(vertex);
                return o;
            }

            sampler2D _MainTex;
            sampler2D _FrostTex;
            sampler2D _AlphaMask;
            float _Amount;

            fixed4 frag(v2f IN, UNITY_VPOS_TYPE screenpos : VPOS) : SV_Target
            {
                fixed4 c = tex2D (_MainTex, IN.uv);
                float2 x = IN.worldpos*.6f;
                x = lerp(x, -screenpos.xy/(screenpos.w*48), .2);
                x.y += _Time*1.5;
                fixed4 f = tex2D (_FrostTex, x);
                float a = tex2D (_AlphaMask, IN.worldpos*.4).r;
                if (a - (1 - _Amount) < 0) {
                    a = 0;
                }
                f = lerp(c, f, (.65+sin(_Time*5)*0.05)*a);
                f.rgb *= c.a;
                f.a = c.a;
                return f;
            }
        ENDCG
        }
    }
}
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,421
On the other hand my 'run down' draft looks like shit :(

j8fEgav.gif


back to the drawing board

Acutally it doesn't look too bad but the perspective is wrong for it and it just looks like a fast walk rather than a run...
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
i'm pretty happy with this soft knockback effect



The tumble effect in enemies is neat, I like it!

On the other hand my 'run down' draft looks like shit :(

j8fEgav.gif


back to the drawing board

Acutally it doesn't look too bad but the perspective is wrong for it and it just looks like a fast walk rather than a run...

Things I would change:
- The character looks like a ball. It should look more like a triangle (the cape's lower end would be the base of the triangle).
- The feet point outwards too much, it makes it look cartoony / Popeye-like.

Worked on a frost overlay shader for status effects tonight. It's probably pretty rudimentary for the technical artists out there but I was quite pleased with the results :P

EbmT2bm.gif


mostly it's just sampling three different textures and getting different UVs from different sources, so not that complicated, but it took me all night trialing and erring to get something I was happy with

Code:
//Shader written by Sabrina Carlyle
Shader "Magic Sprites/Frosty"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}

        _FrostTex("Frost Texture", 2D) = "blue" {}
        _AlphaMask("Dissolve Mask", 2D) = "white" {}
        _Amount("Amount", Range(0.0, 1.0)) = 1
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #pragma target 3.0
            #include "UnityCG.cginc"
          
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float2 uv : TEXCOORD0;
                float2 worldpos: TEXCOORD1;
            };

            v2f vert (
                float4 vertex : POSITION, // vertex position input
                float2 uv : TEXCOORD0, // texture coordinate input
                out float4 outpos : SV_POSITION // clip space position output
                )
            {
                v2f o;
                o.uv = uv;
                o.worldpos = mul (unity_ObjectToWorld, vertex);
                outpos = UnityObjectToClipPos(vertex);
                return o;
            }

            sampler2D _MainTex;
            sampler2D _FrostTex;
            sampler2D _AlphaMask;
            float _Amount;

            fixed4 frag(v2f IN, UNITY_VPOS_TYPE screenpos : VPOS) : SV_Target
            {
                fixed4 c = tex2D (_MainTex, IN.uv);
                float2 x = IN.worldpos*.6f;
                x = lerp(x, -screenpos.xy/(screenpos.w*48), .2);
                x.y += _Time*1.5;
                fixed4 f = tex2D (_FrostTex, x);
                float a = tex2D (_AlphaMask, IN.worldpos*.4).r;
                if (a - (1 - _Amount) < 0) {
                    a = 0;
                }
                f = lerp(c, f, (.65+sin(_Time*5)*0.05)*a);
                f.rgb *= c.a;
                f.a = c.a;
                return f;
            }
        ENDCG
        }
    }
}

If I may make a bit of criticism, it looks more like water than frost to me. A frozen object's highlights and reflections wouldn't move constantly down like a waterfall, unless either the object or the light source moves in that way. I was wondering if you might be actually moving the light source for demonstration purposes, but I see it's part of the shader.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I was made to realize I have been needlessly confrontational in the thread, and I wanted to apologize to everyone for it. I really have no excuse, especially not to someone coming into the thread for the first time. modoversus, I hope you accept my sincere apologies. CoolestSpot, I thought I had replied to your post, but I didn't, and it makes it seem like I ignored you. I actually love Noitu Love 2 (though I should play more of it), and I stand corrected about the amount of games developed with ClickFusion.

I also wanted to apologize to anyone receiving negative criticism from me that didn't want it. I've been made to realize not everyone wants it, as I do; a projection that in retrospect I should have realized earlier. I used to preface with "I focus on negatives because it's what I want myself" but kind of stopped doing it eventually. From now on I will only give negative criticism to people that specifically ask for it.

If anyone else has any other issues with me, I extend my apologies, and feel free to contact me via PM so as not to derail the thread.
 

Jobbs

Banned
Oct 25, 2017
5,639
Don't worry about it. I think this should be a space where people can point out issues and make suggestions. You shouldn't be afraid to do that. For my part, the only criticisms that run the risk of annoying me are ones that seem insincere or drivebyish, and I can't really recall an instance of that occurring here. As long as it's constructive, it's all good.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Don't worry about it. I think this should be a space where people can point out issues and make suggestions. You shouldn't be afraid to do that. For my part, the only criticisms that run the risk of annoying me are ones that seem insincere or drivebyish, and I can't really recall an instance of that occurring here. As long as it's constructive, it's all good.

Well, let's just say recent developments have made me somewhat less receptive, but it's still a good point that:
- We should not assume that others want (potentially negative) criticism of their work.
- We should not assume that others understand that we want (potentially negative) criticism of our work.

I for one definitely want (and often have to coerce others into providing) criticism of anything and everything I post about my game, positive and especially negative. With the usual, obvious caveat that the more specific it is, the more useful it becomes; i.e. "this part of this effect looks off" is infinitely more helpful than "your whole game looks fucking terrible". :D

Conversely, I won't make assumptions about anyone else in this regard. If you want criticism, ask for it explicitly. Does this work out for everyone?
 

Jobbs

Banned
Oct 25, 2017
5,639
Conversely, I won't make assumptions about anyone else in this regard. If you want criticism, ask for it explicitly. Does this work out for everyone?

I think if people post something in this sort of environment it's implicitly understood that good faith discussion is acceptable -- Otherwise, what are we doing here? We may not always agree with each other's opinions, but we need to be able to share our thoughts and viewpoints. I never had the impression that you were being insincere or trying to hurt anyone's feelings. Don't beat yourself up too much.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I think if people post something in this sort of environment it's implicitly understood that good faith discussion is acceptable -- Otherwise, what are we doing here? We may not always agree with each other's opinions, but we need to be able to share our thoughts and viewpoints. I never had the impression that you were being insincere or trying to hurt anyone's feelings. Don't beat yourself up too much.

Thanks a lot for the support, and I understand where you're coming from, but the fact is that someone outright told me they don't want their game to be criticised. For them it's not a matter of being sincere or purposely hurtful, it's a matter of not wanting unsolicited criticism, period. I can't very well say "that person is wrong" or "there's nobody else that thinks like that in the thread", that's kind of the point. We can't assume that our point of view is shared by everyone else.
 
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