Y Game - Opening Intro/Cinematic Editor Test 1 - t.co/ZX9iuSVVWP via #YouTube
#gamedev #indiedev #ygame -
Started on the Cinematic Editor. This will allow you to create 2D animations, sounds and songs, and also use the 2D map/sprite system to create in game cinematics. #gamedev #indiedev #ygame
Added cool new feature, "Post-Processing Presets" - So any pp can now a collection of pre-defined properties for quick use/testing. #gamedev #indiedev #ygame
added some cool new features, such as film grain and other things like color grading(Second image). #gamedev #indiedev #ygame
The really cool thing is it even although self-shadowing. Here you can see the pillow region being shadowed by the round rim above the top of the bed. #gamedev #indiedev #ygame
mproved shadow tecnique based on a per pixel depth map for each sprite. looks a lot better I think. #gamedev #indiedev #ygame
More progress. Improved the enum selectors(main toolbar) - also added local/world/camera modes to gizmos. #gamedev #indiedev #ygame
and to show things closer up, the engine can rotate 360 and scale in/out as much as wanted. #gamedev #indiedev #ygame
Just to show what I mean by colors and normals. The engine uses both in real-time for lighting details. #gamedev #indiedev #ygame
Implement sprite objects. As you can see, the lighting is 3D,beause I use blender to produce both color/normals for each object(bed/draws in this case) #gamedev #indiedev #ygame
upgraded lighting code to now support infinite shadows(as they were) and also, user defined length as seen in this pic. #gamedev #indiedev #ygame
new and improved tile manager replaces tile selector. much improved including persistance across app starts, making it a lot more intuitive. #gamedev #indiedev #ygame
Added normal maps to tiles, for per pixel lighting details. Also made a new test map with a gametextures texture, and the walls I made myself in blender. Both tiles have normal maps. #gamedev #indiedev #ygame
Been improving a lot of things, here's the gui. Now has curved windows like windows 11, and also glassed windows like windows 7. #gamedev #indiedev #ygame
Improved the properties editor, including color picker and sliders. #gamedev #indiedev #ygame - also implemented app-wide undo/redo system(incl properties etc)
final update for the day, added shadows to the raycaster. It also has both Multi-threaded and GPU accelerated(Via OpenCL) renderers now. this scenes runs at 400+ fps on my amd 7700. #gamedev #indiedev #ygame
Added lighting to the raycaster, it perfectly matches the already existing lights in a 2D map. #gamedev #indiedev #ygame
implemented a software raycaster, that uses the actual 2d maps to generate a 3D map. This is for special parts of the game, or any use you may have if you're using the sdk yourself. #gamedev #indiedev #ygame - this is the same map in previous images.
quite improved shadow quality, and added outline postprocess. it's main use being to highlight the selected gamesprite(the base for all interactive sprites). #gamedev #indiedev #ygame
Implement post processing system and first pp, "Bloom" - Here it is in action. #gamedev #indiedev #ygame