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Re: What are you working on?
[Re: Stansmedia]
#442628
06/27/14 10:19
06/27/14 10:19
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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I think it would be nice if we could see her eyes, on the 2nd pic she looks like a mad emo. Oh and she is one of the key characters in the game right?, so she deserves some love . To answer your other question, I personally think while eyes would be the best (most creepy, ghostly). Fully black eyes could maybe also look great though if there is enough light .
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Re: What are you working on?
[Re: Stansmedia]
#442656
06/28/14 09:29
06/28/14 09:29
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I've just implemented a (hexagonal) DOF effect into our game : (as always, click to view in full resolution, you can't really see the effect in the downscaled picture)It produces some artifacts, esp. with forward rendering, but the result is not bad in my opinion. It's going to be an optional effect (some ppl don't like it...) These are by the way our max settings, I think it's good enough. The only thing that is still missing is shadowmapping for the sun - but in that shot it's not needed.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#442657
06/28/14 09:39
06/28/14 09:39
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Joined: Nov 2008
Posts: 946
the_clown
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User
Joined: Nov 2008
Posts: 946
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Re: What are you working on?
[Re: Superku]
#442660
06/28/14 10:04
06/28/14 10:04
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Thank you very much! @Superku: Some time ago I already wanted to implement DoF but I thought it wouldn't look good. However, I saw it some weeks ago being used in a side-scrolling game and I'm glad that I've changed my opinion. It doesn't look bad and might even help you to focus more on the important part: your ship and the enemies... so it doesn't really distract you like in a lot of first person games which use DoF (like you've said). The ring around the ship is actually animated but still very simple, yes (maybe we'll make something more detailed in the future). About the gui: This is even older than that 'ring' (...as you can see in this ancient screenshot) I'm sure it's going to change, but thanks for pointing that out
Last edited by Kartoffel; 06/28/14 10:25. Reason: typos
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#442661
06/28/14 10:24
06/28/14 10:24
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Joined: Dec 2002
Posts: 3,363 Vindobona (Ostarichi)
Harry Potter
Expert
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Expert
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
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I've just implemented a (hexagonal) DOF effect into our game : (as always, click to view in full resolution, you can't really see the effect in the downscaled picture)The DOF effect looks good. The only thing, I do not like in this scene, are the bright lights in the background. They do not look blurry enough. The border of the lights in the foreground (left side of the screenshot) looks much smoother than these bright lights in the center of the screenshot.
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Re: What are you working on?
[Re: Harry Potter]
#442663
06/28/14 10:31
06/28/14 10:31
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@Harry Potter I'm not sure what do you mean? The hexagonal blur causes hard edges, but that's exactly what it should do...
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#442665
06/28/14 11:15
06/28/14 11:15
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Joined: Dec 2002
Posts: 3,363 Vindobona (Ostarichi)
Harry Potter
Expert
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Expert
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
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@Harry Potter I'm not sure what do you mean? The hexagonal blur causes hard edges, but that's exactly what it should do... I think it's not a problem of the DOF shader. It's more a problem of the level design (maybe caused by different resolutions of the light textures/sprites?! Or maybe an additional blur shader is used for the lights number 1, and is not used for the light number 2?!). The problem is, that the light on picture number 1 looks more blurry than the light on picture number 2. But the light on picture number 2 is far away, and should be as blurry as the lights on picture number 3 and 4.
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