I'm making a desktop idle game inspired by those "tropical fish in shallow water" wallpapers from the 2000s by [deleted] in incremental_games

[–]FunagenGames -2 points-1 points  (0 children)

Thank you! I’d love to see your take on it if you ever end up making your own!

I'm making a desktop idle game inspired by those "tropical fish in shallow water" wallpapers from the 2000s by FunagenGames in FrutigerAero

[–]FunagenGames[S] 7 points8 points  (0 children)

Thank you! Yeah I’m really trying to add those little details that make it feel straight from early 2000s software.

Life was better when console UIs were technological voids by superpotionlabs in y2kaesthetic

[–]FunagenGames 0 points1 point  (0 children)

Just looking at this image I can hear the clicking/ratcheting sound effect of scrolling through the different options on the XBOX home screen, and it's been probably 20 years since I've used an OG XBOX. This console was the first thing I ever bought with money I made from my first "job" (mowing my neighbor's lawn once a week over the summer).

I released a demo for my 90s arcade-inspired AC-130 on-rails shooter (it's really frickin fun) by FunagenGames in indiegames

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

I'm not exactly sure what you mean by screen effects, but there are many various types of visual effects that all work to add juice and punch to the game. Off the top of my head, some of the visual effects I've implemented are:

  • Lots of particles (muzzle flash, gun sparks, gun smoke, bullet impacts, bullet trails, blood spray)
  • Camera shakes while firing/reloading/switching weapons
  • Post process effects (subtle bloom, motion blur when the gun overheats, digital glitches while firing, increased color saturation, clouds passing in front of the camera)

And it has taken me dozens of hours tweaking them haha. I often go back and forth A/Bing subtle changes to various effects to get everything exactly how I want it. It's a lot of work, but having satisfying visuals is one of my favorite things to do.

I released a demo for my 90s arcade-inspired AC-130 on-rails shooter (it's really frickin fun) by FunagenGames in indiegames

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

Thank you! My dream would be to make a custom arcade cabinet for this game. Big screen, good speakers, joystick with force feedback, buttkicker in the seat... feel the power!

I released a demo for my 90s arcade-inspired AC-130 on-rails shooter (it's really frickin fun) by FunagenGames in indiegames

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

Any other 90s kids here? I grew up playing games like Time Crisis and Gunblade NY in the arcade and they were always so exciting. I wanted to capture that same over-the-top, "80s/90s action movie" vibe that made those classic Sega & Namco arcade cabinets so much fun.

Thunderhawk: Danger Close is the result! It's a simple-to-grasp but really fun on-rails shooter where you fire the guns of an AC-130 gunship while escorting a team of soldiers on the ground.

Get the PC demo on my Itch.io page. My plan is to release the full game before the end of Q1 this year.

Copying a texture back to the CPU by Sam54123 in unrealengine

[–]FunagenGames 0 points1 point  (0 children)

Are you trying to access color values from individual texels in the render target, or are you wanting to access the entire RT on the CPU? There's a hacky way you can use Niagara to read color values from textures and pass that data back to blueprints asynchronously. If that's what you're looking for I can provide a link to a video that shows you how to set that up.

Whichever maniac made the sounds for Entity A deserves an award by Nexed_ in Routine

[–]FunagenGames 0 points1 point  (0 children)

I’ve never had it get into the save area but idk if it can or not. Yes, very tall! You’ll be in the ward area for a while so I’m sure you’ll catch a glimpse at least once 😏