Discover and read the best of Twitter Threads about #screenshotsaturday

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Do you want to know what's the story behind our new project, 'The Knightwitch'?
Keep reading then!

Akai and Rayne are a couple. And they love each other with a kind of love you don’t find very often.
Of course they fight and get angry sometimes, but that only lasts for about five minutes before going back to cuddling in front of the fire.
Waay back there was war, and Rayne was the youngest member of the Knightwitches squadron, the brave women who, from the sky, protected the underground city of Dungeonidas against the Liberators and their golems.
Read 14 tweets
Read 970 tweets
Another week, another #screenshotsunday (I forgot to post this last night for #screenshotsaturday 😅).
This time I've refactored some of the code and I added a few new things: health popups, crates and warps!
#gamedev #indie #lowpoly #tetris #roguelike
health popups will display your health (and the enemy's too) when in combat or when picking up a potion. The same popup will also, well, pop up when you collect items, money or experience points!
Crates serve as static obstacles that the knight can destroy to make way. In the future, these crates will have a chance of containing items to collect.
Read 6 tweets
Lately I've been messing with reverse engineering #panzerdragoonsaga file formats to get at the textures & models for a challenge. Texture (CGB) format wasn't too hard, after reading up some tech docs on saturn development it was fairly basic, except they had no meta data at all!
So while most image file formats contain data on width/height/bpp these were just pure texture data, not even a number of textures in the files nor any barriers. Just 4 bit per pixel indexed colour textures usually with 16 bit per colour (5bit per channel) palettes at the end.
CGB texture files for models usually are accompanied by an MCB file which I assumed was the mesh data... but I couldn't figure that out yet, no easy way of telling what relates to the textures in it without first knowing some textures to find. Catch 22!
Read 39 tweets
Up early, so I drew User Flow 001 for the cloud soundstage project which involved setting up the template and library. I pick simple scenarios for UF001 since it involves a fair amount of this sort of foundation work. This UF is "Trevor creates a Showrunner Account for Kelly"
Digging into UF002, "Kelley creates a show, season, and episode." Design research shows variation in how cultures name and frame these ideas (e.g. "season" in the US and "series" in the UK) and a whole range of words for shorter and longer runs of shows or shows with a theme.
More user flows:
🌸 003 Kelly manages cast and crew invites
🌸 004 June creates a crew account
🌸 005 June checks invitations and assignments
🌸 006 Kelly manages the script
🌸 007 Kelly directs the set <-- 🎉 contains the 1st control room station design. 🎉
Read 179 tweets
🤓 Some of you were interested in how I did #LUNARKtheGame cutscenes...
(shameless promo, please check the Kickstarter here:
#screenshotsaturday #indiedev #pixelart #animation
🎬 Let's start that thread with that animation:
✏️ First, the background. Nothing very special here. I did it with Photoshop, layer by layer (mainly because in a preliminary version of the Trailer, there was supposed to be a parallax scrolling).
🚀For the ship model, I used Windows 10 own 3D Builder software (!) which is very simple and very easy to use. Perfect for my needs in this particular case (+ you can export in a format (.ply) Photoshop would recognizes better)
Read 17 tweets
#unitytips #screenshotsaturday (thread) Break down of how to achieve this timelapse effect in unity using procedural skybox and realtime vfx: rendering 3d skybox for VR, combining it with the standard procedural skybox, creating timelaps effect, LUTs and shadows on unlit mesh 1/7
First you need 6 cameras in 6 different directions (up, down, left, right, forward backward). The cameras render in to a renderTexture which are the six sides of a Cubemap shader. For VR make sure their target eye is None, so that it doesn't get synchronised with the HMD. 2/7
Now add a particle system for the stars, place it around your cubemap cameras, and set both on a layer so that they are not rendered by main cam. If you dont clear the buffer of the cameras and rotate the particle system, you get the time lapse effect. 3/7
Read 7 tweets
This waterfall is a combination of sprites, shaders, and no less than 13 particle systems! Dare I say it, the most advanced pixel art waterfall...ever?

I spent a crazy amount of time making this, so here's a thread (RTs appreciated).

#madewithunity #gamedev #screenshotsaturday
1/4 Lighting💡

Mostly accomplished via a fragment shader that draws a radial gradient with overlay blending using grab pass.

Standard-issue god ray sprites using overlay emphasize direct sunlight from above. The other lights have a teal hue to fake bounce from the water.
2/4 Shader

First, a gradient at the bottom. Then some wiggle by animating a uv offset quantized to texels. Offset direction changes every other pixel column:
floor(i.uv.x * _MainTex_TexelSize.z) % 2 * 2 - 1

Lower the waterfall's alpha to complete the distorted/watery vibe 🌊
Read 6 tweets
Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev
Using modulate blending, make sure you clamp the result in a range above 1 for this to work right. Modulate blending without depth testing is also great for various glow effects. #screenshotsaturday #UE4 #gamedev #indiedev
Here's a more practical example, core of the sprite is not being masked by depth so it's always visible, depth masked glows around geometry look pretty convincing as impressions of lighting. #screenshotsaturday #UE4 #gamedev #indiedev
Read 4 tweets
Hi Everyone, meet Bruffles. He's the first NPC character being developed for @linethegame. How did we arrive at this design & how will we get him in-game? Well, gather 'round & watch this thread as I detail the whole process. (Bruffles concept by the amazing @FromHappyRock)
For development, Bruffles is being used as a target for look development & animation/character exploration. At his core he teaches the player how to hill-slide, since that's his favorite way of moving through the world. He also allows us to explore how diverse our designs can be.
The design for what would eventually become Bruffles started with a sketch(attached) from my good friend Scott Flanders: He was helping out by doing lots of character lineup exploration for Line over a year ago.
Read 25 tweets
The Occupation will be playable @EGX! To celebrate, we’ll be posting 14 fun things we’ve been working on super hard, starting next Tuesday!
Right! Small behind the scenes updates of our WIP inbound! If anyone has any questions about anything we're showing, feel free to ask! :)
(1/14) All characters know where the door handles are and we don’t have any of those pesky 2-way hinges! #gamedev #UE4
Read 13 tweets

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