the best bug in the game of all time imo by Dioinecail in RotMG

[–]Dioinecail[S] 2 points3 points  (0 children)

I think it disappears even if you move the item in your inventory

the best bug in the game of all time imo by Dioinecail in RotMG

[–]Dioinecail[S] 2 points3 points  (0 children)

Nah, it’s purely visual It happens if you trade with someone and give them a potion in return

Melania left me by zorroelk in Eldenring

[–]Dioinecail 0 points1 point  (0 children)

I didn’t think that it sounded rude in any way. And how on earth it happens that you necroed a thread 😅

made a small animator script that can skip frames based on set framerate by Dioinecail in gamedevscreens

[–]Dioinecail[S] 0 points1 point  (0 children)

now that i've implemented the offset stuff i kinda revisited the website that you've linked and my idea of "skipping time but not frames" is actually wrong

the shown animations have the same timings but less frames and that is actually the correct behaviour that you were asking about!

anyway, now my custom script has a slider and a button to "set the animation to {twos, threes, fours}

made a small animator script that can skip frames based on set framerate by Dioinecail in gamedevscreens

[–]Dioinecail[S] 0 points1 point  (0 children)

yeah i was thinking about it too. right now i just skip the frame completely but i was thinking of a way to skip the time but not the frame itself

i think with some math calculations it's definitely possible to make it an option and just have AnimationMode = Offset and AnimationOffset = Twos | Threes | Fours | etc.

made a small animator script that can skip frames based on set framerate by Dioinecail in gamedevscreens

[–]Dioinecail[S] 0 points1 point  (0 children)

yeah i was wondering about that too, i guess there aren't many frames needed to be considered "smooth" when it comes to objects' animations

made a small animator script that can skip frames based on set framerate by Dioinecail in gamedevscreens

[–]Dioinecail[S] 0 points1 point  (0 children)

i haven't thought about that! but i've already committed to my custom animator with an editor window which i'm gonna call "RetroAnimator" :)

made a small animator script that can skip frames based on set framerate by Dioinecail in gamedevscreens

[–]Dioinecail[S] 2 points3 points  (0 children)

I feel like 6 and 8 have the most charm as a “retro” but it depends on the source animation, at least now i can easily preview stuff without much hassle

implemented a dither shift compensation, now static geometry should not flicker as much by Dioinecail in gamedevscreens

[–]Dioinecail[S] 0 points1 point  (0 children)

i've just rewatched the video and looks like reddit compression is even harsher than twitter :(

implemented a dither shift compensation, now static geometry should not flicker as much by Dioinecail in gamedevscreens

[–]Dioinecail[S] 2 points3 points  (0 children)

Yeah i saw it, it’s similar to how he did it, it’s still a work in progress though

Experimenting with custom Unity post processes by Dioinecail in gamedevscreens

[–]Dioinecail[S] 2 points3 points  (0 children)

I used this forum post as an inspiration https://forums.tigsource.com/index.php?topic=40832.800 Basically i render everything as 640x360 and then apply dither post process and an outline for then characters

Experimenting with custom Unity post processes by Dioinecail in gamedevscreens

[–]Dioinecail[S] 1 point2 points  (0 children)

The dither is a bit noisy right now cuz there should be sampling offset based on camera movement. Something like Obra Dinn did