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okay now we're really getting somewhere #gamedev

33,107 просмотров • 9 месяцев назад •via X (Twitter)

Комментарии: 23

Фото профиля Yudou
Yudou9 месяцев назад

This is just to test the physics of the globs and proper emitting from shape of the blade smear. I don't have any plans for her blade to actually fling the substance in the end, but never say never I suppose.

Фото профиля Joats
Joats9 месяцев назад

instead of cutting enemies, what if the whole goal was to paint enemies?

Фото профиля Yudou
Yudou9 месяцев назад

I'm a squid now

Фото профиля Lucas Sebastian
Lucas Sebastian9 месяцев назад

the player animation is so smooth holymoly

Фото профиля rodpog
rodpog9 месяцев назад

Hey, why there is a purple point following the player? This is for the attack?

Фото профиля Yudou
Yudou9 месяцев назад

That's the point the camera tracks to. You can see that when the camera stops moving, the point ends up being at the very center of the screen

Фото профиля Spirit Of Phuji - Wishlist on Steam⛩️🗻
Spirit Of Phuji - Wishlist on Steam⛩️🗻9 месяцев назад

The particles look awesome! Is it supposed to mimic water?

Фото профиля Yudou
Yudou9 месяцев назад

It's supposed to be fluid-esque. It's not supposed to be like water water

Фото профиля 謎 | 𝓐𝓴𝓲𝓻𝓪【𝓔𝓷𝓲𝓰𝓶𝓪】
謎 | 𝓐𝓴𝓲𝓻𝓪【𝓔𝓷𝓲𝓰𝓶𝓪】9 месяцев назад

I like it but does it impact performance in any sort of way?

Фото профиля Yudou
Yudou9 месяцев назад

So this is something I fixed the other night. The particle burst and goop visuals are drawn at the GPU level, the lines were doing CPU, draw calls because that was easier to iterate on the visual implementation of them. After I got the look that I wanted down I replicated the visual behavior by using a GPU line shader instead which sped that up by like 5x based on looking at the profiler. So even I'm the worst performance impact scenario (which is when the emitter spawns a bunch of the motes right at the start of the effect) the processing time is about 2-3ms which is down from like 30-40ms for the optimized CPU line draw implement. Before optimizations that CPU line draw would cause a 100ms lag spike on spawn, so this is considerably better lol

Фото профиля Chris
Chris9 месяцев назад

Nice work!

Фото профиля Kiro Team
Kiro Team9 месяцев назад

woooh! this is lit 🔥🔥

Фото профиля Emdas Tunes
Emdas Tunes9 месяцев назад

GPUparticles?

Фото профиля Yudou
Yudou9 месяцев назад

The particles are GPU rendered with a metaball shader to get the globby look, the lines are CPU drawn

Фото профиля Takotenjin (4%)
Takotenjin (4%)9 месяцев назад

splish sploosh

Фото профиля Ame Jouten - Video Editing | Pixel Art COMMS Open
Ame Jouten - Video Editing | Pixel Art COMMS Open9 месяцев назад

Honestly would make for a cool acid based attack or slowing substance

Фото профиля freddie
freddie9 месяцев назад

imagine this with blood when you hit an organic enemy

Фото профиля Centaurium Labs
Centaurium Labs9 месяцев назад

If this were blood...

Фото профиля Arturo Martinez
Arturo Martinez9 месяцев назад

Excuse me, what program is that?

Фото профиля Kuda
Kuda9 месяцев назад

Why do some characters have rectangular collisions and others round ones?

Фото профиля Yudou
Yudou9 месяцев назад

@KudaIzqher That's just an older test character that I didn't update with the new collision shapes. Ive just been lazy about removing it from the scene

Фото профиля One Last Try Games@Developer(開発者)
One Last Try Games@Developer(開発者)9 месяцев назад

Amazing! The combination of rough splash effects and pixel art looks incredibly cool! I’d love to study this kind of fluid-style particle effect, but I don’t even know what it’s commonly called.

Фото профиля Yudou
Yudou9 месяцев назад

Its a combination few things. - a GPU particle burst - A metaball shader render for the blobs - The lines are a custom thing I made with line draws between nearby particles. It draws using a cubic bezier curve calculated to the velocity normal of the normal with the lines actually 2 separate lines that meet in the middle. Once the particles get too far apart the lines stop drawing starting from the middle to simulate a "snapping" effect

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