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_Rob_

Member
Oct 26, 2017
606
This side project kept me busy the last month as a level designer. They just released a short trailer for it



I really like the art style of this, and the gameplay is reminding me of the PSP game Mercury; nice work!

You cannot just say and " then this" without explaining!!! That is huge!! They stole your art for the reveal of the medievil remake!!

How do you feel about it?? On the positive side it must be flattering and should give you soom free publicity. But still..

Haha, okay sure. Basically I'm a huge fan of the series (owning a life-size statue of Sir Dan "huge"). Back before I started game dev proper, I used to work on mods and fan games; one of which was "MediEvil 3". The render of the head they chose to use in this trailer was actually from a model I created for said fan game, so you can imagine my surprise when a fellow fan pointed out that the silhouette matched exactly with my art from 7 years back!

I feel fine about it overall, at the end of the day it was fan art of their IP, so "ownership" a pretty grey area. Having said that, some recognition would have been nice from Sony's end (or you know, maybe a job on the team....)! Still, I'll take the free publicity and just be humbled Sony would mistaken my old art for something official! Who knows, maybe when the remaster and Clive 'N' Wrench is finished, they'll bring me on to head up MediEvil 3....!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I really like the art style of this, and the gameplay is reminding me of the PSP game Mercury; nice work!



Haha, okay sure. Basically I'm a huge fan of the series (owning a life-size statue of Sir Dan "huge"). Back before I started game dev proper, I used to work on mods and fan games; one of which was "MediEvil 3". The render of the head they chose to use in this trailer was actually from a model I created for said fan game, so you can imagine my surprise when a fellow fan pointed out that the silhouette matched exactly with my art from 7 years back!

I feel fine about it overall, at the end of the day it was fan art of their IP, so "ownership" a pretty grey area. Having said that, some recognition would have been nice from Sony's end (or you know, maybe a job on the team....)! Still, I'll take the free publicity and just be humbled Sony would mistaken my old art for something official! Who knows, maybe when the remaster and Clive 'N' Wrench is finished, they'll bring me on to head up MediEvil 3....!
Wow, so cool. Would you mind if I made a thread on Era about it?
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
SmoothDamp was made specifically for this function.


Thanks, guys, but that's not really what I'm getting at. I don't have any issues implementing the lerp function for camera movement. But when your camera is following your player as the player moves you are essentially changing the start and target positions of the lerp every frame. Which... is sort of incorrect usage for the lerp method. This is also why the lerp produces the laggy camera (assuming the time/percentage value is not too high). I think this explains what I'm getting at nicely:

http://www.blueraja.com/blog/404/how-to-use-unity-3ds-linear-interpolation-vector3-lerp-correctly

So... just wondering if anyone has taken this into account or if everyone just changes start and target value every frame and adjusts time/percentage value.
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
Your camera logic should be more complex than just using a lerp. There are several videos on youtube describing Super Marios camera logic. They would be a good place to start.

If you do want to use a lerp anyways, try lerping the velocity not the position. (ie: add acceleration/deceleration). You'll need to do a bit of prediction taking into account the player's current velocity to slow down properly which sort of gets you back to the first problem.

You could also lerp offset from target instead of position.

Whatever method you use if you want better framerate independence don't use simple Euler method. Use semi-implicit Euler, midpoint method or something else more accurate.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Y1kyWRL.png


Shouldn't be too long...
 

missile

Member
Oct 25, 2017
112
Thanks, guys, but that's not really what I'm getting at. I don't have any issues implementing the lerp function for camera movement. But when your camera is following your player as the player moves you are essentially changing the start and target positions of the lerp every frame. Which... is sort of incorrect usage for the lerp method. ...
It's not. I can give the lerp function whatever I want. It depends on the
context if I use it rightfully or not. And the context you are looking at it
is the wrong one leading to wrong conclusions because you think something
is interpolated.
... This is also why the lerp produces the laggy camera (assuming the time/percentage value is not too high). I think this explains what I'm getting at nicely:
http://www.blueraja.com/blog/404/how-to-use-unity-3ds-linear-interpolation-vector3-lerp-correctly
So... just wondering if anyone has taken this into account or if everyone just changes start and target value every frame and adjusts time/percentage value.
The first reply in the link you've posted is right. The lerp function was used
in another context, i.e. to damp something out, i.e.;
Code:
current = Lerp(current, target, T)
It looks like a linear interpolation, but lerp is used here for ease and not
to actually interpolate values even if it looks like it. And indeed, as the
first reply says, the lerp function, as used above, is an approximation to a
more complex function containing an exponential function. Approximating
exp(-x) to first order leads to 1-x, which will cast the complex function
into a lerp one. The approximation is good enough because x will be small
when x=dt (1/60s for example), which is the case above.

What lies behind current = Lerp(current, target, T) is actually a low-pass
filter with a given damping coefficient determining the cut-off frequency of
the filter. If the damping is large the exponential in the filter can be
eliminated by approximating it with 1-x casting, after some algebraic
manipulation, said complex function into a lerp one.

But try for yourself! Here is a simplified low-pass filter where I removed
most of the filter terms for clarity;
Code:
float inertial_damp  = (1.0f - expf(-dt));
current += (target - current)*inertial_damp;
Simplify exp as said above and you will arrive at your lerp function, which
gets used correctly, no? ;)
 
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missile

Member
Oct 25, 2017
112
... This is also why the lerp produces the laggy camera ...
I think the lagginess comes from another issue, i.e. when the framerate is
variable.

Lets look back at current = Lerp(current, target, T) as a simplified digital
low-pass filter. Well, the coefficients of any digital filter are only valid
for a fixed sampling frequency, i.e. fc = 1/dt for example. If the sampling
frequency changes, you need to recompute all filter coefficients as well as
the filter's gain. But that's not enough. The filter values currently in the
filter's taps are computed with the old sampling frequency and will as such
produce a lag/jump depending on the situation. This problem can only be
eliminated if the original filter gets modified alot to allow for a smooth
transit for the filter taps when the sampling rate changes.

I did all that, I've build such a low-pass filter with variable sampling rates
and variable cut-off etc. which can all be adjusted in real-time. My dampings
are smooth, no matter what's the framerate. But this filter and others are
currently not public. Sorry. Not even sure if I want sell them. Maybe. I've
spent way too much time into it to just dump them into the public. xD It's
part of my own engine tech. so to speak.

... So... just wondering if anyone has taken this into account ...
More than that. ;)
 
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Camille_

Member
Oct 26, 2017
224
Angoulême, France
I think that'll do it for 2017 for me - I'm not leaving *just yet* but I don't have the energy to start on the next to do list item either, so I'm saving the rest for 2018 onwards. Not like I'm anywhere close to release anyway, so 1 or 2 days more or less won't make much of a difference :v

Here's a video recap of what happened lately ("lately" meaning since October, basically, as that was the last recap video IIRC):


Happy holidays, everyone (I do hope you manage to get some)! Don't forget to rest and tend to your backs before we all collectively start marathoning 2018 :-D
 

missile

Member
Oct 25, 2017
112
^ Nice, nice! Pretty cool using the fireballs to jump up! :)

And yeah, happy holidays to all of you!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Happy holidays all around!

I hope I can squeeze in some gamedev time during the holidays. Lately progress have been painfully slow.
 

RHANITAN

Member
Oct 25, 2017
174
I think that'll do it for 2017 for me - I'm not leaving *just yet* but I don't have the energy to start on the next to do list item either, so I'm saving the rest for 2018 onwards. Not like I'm anywhere close to release anyway, so 1 or 2 days more or less won't make much of a difference :v

Here's a video recap of what happened lately ("lately" meaning since October, basically, as that was the last recap video IIRC):


Happy holidays, everyone (I do hope you manage to get some)! Don't forget to rest and tend to your backs before we all collectively start marathoning 2018 :-D

Seeing all these things you've been working on all in one video is really impressive. Looks like things are coming together real nice!
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
^ Nice, nice! Pretty cool using the fireballs to jump up! :)

And yeah, happy holidays to all of you!

Seeing all these things you've been working on all in one video is really impressive. Looks like things are coming together real nice!

Thanks a lot :-D Yeah, doing those video recaps helps with the feeling of making stuff at a snail's pace - eventually you start thinking you're making no progress at all, but it helps lifting your head and recontextualize a bit once in a while! Of course, there's still so much to be done, but it's also important to find ways to stay motivated/focused, so every bit helps :-D
 

_Rob_

Member
Oct 26, 2017
606
Thanks a lot :-D Yeah, doing those video recaps helps with the feeling of making stuff at a snail's pace - eventually you start thinking you're making no progress at all, but it helps lifting your head and recontextualize a bit once in a while! Of course, there's still so much to be done, but it's also important to find ways to stay motivated/focused, so every bit helps :-D

That's exactly the reasoning for my monthly update videos... it's as much for me than anyone else!

Finally I can call this little section done... so many rocks to place!

Iceceratops-Skele.png
 

WishyWaters

Member
Oct 26, 2017
94
I also want to pop in and wish everyone a Merry Christmas, Happy Holidays, and good luck to all your projects in the New Year!

This year has been important for me personally. This group has been a large part of that. Having each other here to cheer one another onward has been tremendous. Even when I only lurk for weeks at a time, this thread is pure encouragement injected right into my heart. So thank all of you and I can't wait to see more amazing games and share more about mine.
 

K Monkey

Member
Oct 25, 2017
278
Merry Christmas to all you follow gamedevs and lurkers :)

I won't be resting, this is the best time to do hardcore game dev for me!

The AR game I did levels for just got featured right at the top of the games AppStore so everyone is pleased :D

TOfqnuym.png
 
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GroundCombo

Member
Oct 27, 2017
203
For those interested, we just pushed a new update for Deep Sky Derelicts with moving enemies (WIP), some new equipment and quality-of-life UI improvements.
Man, I've never crunched this hard on a project before. Localization was a hell of a lot of work (still not completely done... why do languages use different word ordering) and some guys couldn't work full-time for various reasons, so I've been pulling some pretty crazy hours for the last 2-3 weeks. And today I still needed to fix one important bug which was caused by a crappy Lua interpreter not short-circuiting an if. >_<
Now it's looking like I get a week off though, so more Warframe and a brand new Switch with Mario for me, yay.

Merry Christmas to you other crazy people.
 

Exuro

Member
Oct 27, 2017
80
I'm playing around with MagicaVoxel and Unity and was wondering if there was a way to modify model colors ie if I make a green tank in MagicaVoxel, export as obj with material/palette and dump it in Unity can I make tanks of different colors(without doing it in MV manually for every color)? Are these objects assigning colors to vertices in some manner? I have no idea how it's being done internally so I'm not sure where to start poking around. My "this would be cool to do" thing would be having the vertex colors mapped out and assigning them to a position on the palette, that way each model could have it's own material instance with a slight adjustment to a main or secondary color, and then I could swap out the palette with a new one to completely change the look of the model/entire scene. Thoughts/tips(Or a different/better approach to take)?
 
OP
OP
Popstar

Popstar

Member
Oct 25, 2017
878
I'm playing around with MagicaVoxel and Unity and was wondering if there was a way to modify model colors ie if I make a green tank in MagicaVoxel, export as obj with material/palette and dump it in Unity can I make tanks of different colors(without doing it in MV manually for every color)? Are these objects assigning colors to vertices in some manner? I have no idea how it's being done internally so I'm not sure where to start poking around. My "this would be cool to do" thing would be having the vertex colors mapped out and assigning them to a position on the palette, that way each model could have it's own material instance with a slight adjustment to a main or secondary color, and then I could swap out the palette with a new one to completely change the look of the model/entire scene. Thoughts/tips(Or a different/better approach to take)?
The exported .obj file is just text. Within the file you'll see a # texcoords section with all the different possible texture coordinates. These are later referenced in the # faces section where each face made up by 3 vertices each with v/vt/vn for position / texture coordinate / normal.

The palette is exported as a PNG file along with the OBJ so the easiest way to swap colours is just by assigning a different texture.
 

Exuro

Member
Oct 27, 2017
80
The exported .obj file is just text. Within the file you'll see a # texcoords section with all the different possible texture coordinates. These are later referenced in the # faces section where each face made up by 3 vertices each with v/vt/vn for position / texture coordinate / normal.

The palette is exported as a PNG file along with the OBJ so the easiest way to swap colours is just by assigning a different texture.
Ah ok I can map out the colors pretty easily in that case. I don't want to just swap the palette per object as I want each object to have the same palette so I can say change the palette to "game boy palette" and then everything updates accordingly. I think I'll just assign some starting colors to the model to organize the vertices that can change and then assign each set of vertices a color by a position in the palette. More complex than your method but then I have that flexibility to change the palette of the game. Thanks for the help.

edit: Okay I just took a look at it and I should be able to just change the texcoord sections as you mentioned to wherever in the uv mapping and be good. Not sure if this is a "normal" thing to do. I'm guessing when unity loads the .obj it does the assignment once and then if you change the texture it updates it, so if that's true I'll just make my own .obj loader to load the voxels but allow myself to assign the colors how I want.

edit2: yeah I can call mesh.uv to get the uv for each vertice(or face?) so it looks like I'd have to overwrite that. The custom voxel builder sounds like a nicer solution.

edit2: Successfully changed the uvs just setting them to a new mapping in a start method. Think I'll go with this solution and flesh it out a bit.
 
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derFeef

Member
Oct 26, 2017
16,358
Austria
Playing around with Construct 3 now.
One downside I am noticing is the file handling. I guess it's that I am just used to Unity where I can edit the files externally and they are updated in the project automatically. In Construct 3 they are embedded into the project file and the only way to re-edit, let's say a sprite in Photoshop, is to export and import it again. It's not that bad but having the file ready to be opened would be a bit more convenient ;)
Is this a C3 limitation or does C2 also do it that way?
 

wwm0nkey

Member
Oct 25, 2017
15,576
Yesssssssss

Note: This is NOT Octane's solution and it's platform agnostic



Gimme that sweet sweet path traced lighting!
 

_Rob_

Member
Oct 26, 2017
606
Had to take a break from all the white an pink of Iceceratops when inspiration struck.... Up until now, The Great Wen has been entirely urban in design, and was missing it's final area; of course the only natural answer is "Askew Gardens"! (I'm particularly please with how well the glass shader handles normal mapped raindrops!)

Great-Wen-Askew-Gardens.png
 
Oct 25, 2017
653
Had to take a break from all the white an pink of Iceceratops when inspiration struck.... Up until now, The Great Wen has been entirely urban in design, and was missing it's final area; of course the only natural answer is "Askew Gardens"! (I'm particularly please with how well the glass shader handles normal mapped raindrops!)

Great-Wen-Askew-Gardens.png
How long did it take you to make that greenhouse?
 

missile

Member
Oct 25, 2017
112
Had to take a break from all the white an pink of Iceceratops when inspiration struck.... Up until now, The Great Wen has been entirely urban in design, and was missing it's final area; of course the only natural answer is "Askew Gardens"! (I'm particularly please with how well the glass shader handles normal mapped raindrops!)

Great-Wen-Askew-Gardens.png

Reminds me of Palmenhaus Schönbrunn / Vienna
70ffbfe3682cf60a9d870b6a5127c186.png
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Ludum Dare results are out!

This was by far the best I ever did, cracking top 100 overall and top 50 for theme and mood
 

_Rob_

Member
Oct 26, 2017
606
More work on The Great Wen, I'm pretty happy with the atmosphere now (just gotta figure out how to block off the tunnel...)

GreatWenArch.png
 

_Rob_

Member
Oct 26, 2017
606
That's great. I'm doing a 3D game entirely alone also, so I know how much work and time is beind a screenshot like that.

What are you using to develop it?

Sweet! Hours and hours, everything in the shot (excluding the main characters) probably took around 8-9 hours to model and texture, then another few hours for lighting, small props etc. I used 3DS Max, GIMP and Unity.

I was thinking deadly gas, so pretty much the same thing!
 

Finjitzu

Member
Oct 25, 2017
119
SK Canada
First Screenshot Saturday in a very long time. Haven't posted anything since my last game, probably 2014. My new project has been pretty quick and chill, but still pretty fun. Just how I like it these days :)



Just tying the bow on it, hoping to be out by Feb/March.
 

Aki-at

Member
Oct 25, 2017
336


I'm not entirely feeling the shop background just yet, funny enough the idea was to have something resembling the Persona 5 bar but I ended up here somehow here after I made her sprite too big haha.
 
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