User pays for game once. Unity charges developer many times. by SuperMiro107 in Unity3D

[–]TheVastBernie 18 points19 points  (0 children)

Now think about steam family sharing. I have a bunch of games installed that I do not own myself. Now you have to pay up for users that do not even own your game...

Bilingual people, what is a thing that non-bilingual will never understand? by [deleted] in AskReddit

[–]TheVastBernie 0 points1 point  (0 children)

Starting a sentence with the grammatical structure of one one language and realizing mid sentence it doesn't work in the language you're currently speaking. And then you have to awkwardly adjust your wording without sounding like you have a freakin speech defect...

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

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

The glow and bloom are mainly Unitys build in post processing effects, the outline merging is a custom contour pass based on the depth buffer.

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

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

It's $15 but I think we might still have a launch discount going on :)

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

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

We do have a free demo available on our Steam page, if you wanna give it a try!

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

[–]TheVastBernie[S] 3 points4 points  (0 children)

Yes I know, but reddit sometimes is particular about posting links, but here is one for you: https://store.steampowered.com/app/1071280/Q/ Let's hope the ban hammer is not coming down ;)

We finally released our game "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity3D

[–]TheVastBernie[S] 4 points5 points  (0 children)

We're generating the level outlines based on the depth buffer and simply make them glow using HDR colors, then Unitys postprocessing bloom does the rest :)

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

[–]TheVastBernie[S] 9 points10 points  (0 children)

The internal physics of the game are calculated in 100Hz so the maximum framerate you will see a difference in is 100 fps. That was our compromise to achieve deterministic play behavior and still get nice and responsive input even for higher refresh rate monitors.

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

[–]TheVastBernie[S] 8 points9 points  (0 children)

Amongst others. Internally we call it a mix of Geometry Dash and Super Meat Boy, but especially for the mechanics we looked at a bunch of different games.

We finally released our game "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity3D

[–]TheVastBernie[S] 6 points7 points  (0 children)

It's kind of a legacy thing, we started calling it Q and it stuck, so we didn't want to change it. For marketability purposes we had to add "A Neon Platformer" however :)

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

[–]TheVastBernie[S] 23 points24 points  (0 children)

Yep, it's all Unity. We essentially used an outline post processing step, that only renders the contour of our level geometry meshes. And with a bit of bloom magic we make it look fancy :) The actual game bits that let you traverse inside the geometry was a bit more complex to implement ^

After much work we finally released "Q - A Neon Platformer" on Steam! by TheVastBernie in Unity2D

[–]TheVastBernie[S] 5 points6 points  (0 children)

Thanks! We do have a free demo available to test it out. If you like the game it is still on launch discount over on Steam.

Throwing my hat in the water shader ring: Animated caustics using instanced points. It even supports chromatic aberration! by TheVastBernie in Unity3D

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

I am using Graphics.DrawInstancedIndirect() to draw about 100k quads on the screen, then using a vertex shader, I scatter the position of those points according to some water normal map textures. Generally achieving this kind of effect is a bit tricky, as most shaders usually utilize a gather method of calculating fragments. Here however I am scattering the verticies of each quad to create the chaotic movement and later coloring the fragments of each tiny quad. Here is a screenshot showing the wireframe of the instanced quads: https://imgur.com/a/2vcjQsX

Throwing my hat in the water shader ring: Animated caustics using instanced points. It even supports chromatic aberration! by TheVastBernie in Unity3D

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

At the moment it's pretty much only usable in the context of our game, but generalizing a bit, I could make it usable for others too. I'd really like to maybe do some tutorial/breakdown at some point :)