#Midian
1040 messages · Page 2 of 2 (latest)
@digital iron draws the ships :P
Oh thats dope!
I wish I had a proper artist on my team but I haven't even looked for one properly so its a possibility 😄
https://www.youtube.com/watch?v=Qp3NLn6nN8Y quite and old vid, so this is only about half of them (i should make another vid), but ye, i just added the effects to them. art is all pigeon
A slightly old video I've moved from Instagram showing off a few of the ships
lmao the music
🌈✨
that vid originally had https://www.youtube.com/watch?v=3Vv6gooA2rk&list=RD3Vv6gooA2rk&start_radio=1 on instagram XD
He keeps me chained in the basement. This is totally not a call for help.
Back to the drawing mines
a little junker
gangster!
got ma missile launchers back, much simplier configuration now with sequence scripting
I've added missile flight instability, and also reworked the TargetSignatures to help avoid phantoms or leaks
im still not happy with the smoke effect tbh. i wanted to use a line2d i could create a smokey shader with, but it hurts performance so much.
man the lighting on the smoke is so good
I've been working on a series of specialized particle emitters. The problem I had with GpuParticles2D was that the node simply does too much, making fine control for highly specialized tasks extremely difficult.
In this video example, we have an emitter that specializes in motion. It will interpolate particles at fixed intervals along its motion. Its unaffected by frame rate and velocity differences, perfect for smoke.
took a little doing, but i think i like this drone idle behavior
Woah, this is really taking shape. I remember seeing the ship editor a while ago
Are the ships going to be editable by the player? or is it just for development
Thank you :) unfortunately i gave up on the editor, it was splitting the work to much, instead I've developed a set of tools into the game that support a lot of autotuning, and the vanilla configuration will be very copy/paste-able
That makes sense, and you can always return to ideas in the future, Love the ship designs though! they're giving me starfox / no mans sky / metroid vibes
I've been working on a solution to a problem that has plagued this game from the start
GOOD ENOUGH!!! XD
I'd say its one of the more advanced configs, but if you have a small layer on one side and the lighting looks all wrong, then, well, this is an option
You'll need to implement it yourself however, if you use your own structure shaders:
void light() {
if (LIGHT_ENERGY == -1.0) {
LIGHT = DEFAULT_IMPORTED_LIGHT;
} else {
LIGHT = vec4(
LIGHT_COLOR.rgb *
COLOR.rgb *
LIGHT_ENERGY *
max(0.0, dot(NORMAL, LIGHT_DIRECTION)),
LIGHT_COLOR.a
);
if (LIGHT_EXPOSURE.z < 1.0) {
vec2 rotated_exposure_direction = rotated(LIGHT_EXPOSURE.xy, -ENTITY_ROTATION);
float scale = (dot(rotated_exposure_direction, -LIGHT_DIRECTION.xy) + 1.0) * 0.5;
float threshold = 1.0 - LIGHT_EXPOSURE.z;
if (scale > threshold) {
LIGHT *= ease_quart_out((scale - threshold) / LIGHT_EXPOSURE.z);
} else {
LIGHT = vec4(0.0);
}
}
}
}
So, some improvements:
- Repositioned the radial normal generator to be automatically centered on the ship's visual center of mass
- Added explicit configuration for certain files to use a directed slope for normals
- Exported normal maps as RGBAF16
- Wrote a custom CTEX saver to support saving RGBAH format images at exported runtime
this looks so cool
i like the shading
i wanted to add heat and explosion distortion effects, but screen reader shaders are pretty terrible on performance, so i might look into distortion maps. Fortunately HDR lets us use negative colors, meaning we can use a noise generated vector as an RG color (-1 to +1) with additive blending, allowing overlapping distortions to add to eachother and by extension cancel eachother out, just like wave interference.
Render the pattern to a viewport, then use a viewport texture with a single screen reader shader to distort the image
seems to work
Lots of little pops
DistortionMap.AddLocalDistortion(
new ShockWave {
Position = Spectator.WorldMousePosition,
Size = new(2500, 2500),
WaveLength = 0.3f,
Amplitude = 0.1f,
StartAtPeak = true
},
0.5f // duration, omit if permanent
);
So easy to make now :)
looks dope
Fixed!
This is Vascal, a prototype configuration language for Midian. We have yet to see if it will pull its weight, but hopefully it will prove to be a more suitable format than JSON for this game