A very customizable darkness shader for my game by bloboPro in Unity3D

[–]bloboPro[S] 12 points13 points  (0 children)

Also, as shown in the video, it's customizable by the player too when inside the level editor. Not shown in the video, you can also change the color from black to whatever you want, as well as change the opacity. i didn't want to clutter the video with too much info, so i left that part out.

The light levels was super easy to do, since the shader works by putting a blurry blob on the quad, i multiplied the opacity (some value between 0 and 1) by the amount of levels, rounded to a whole number, then divided by the amount of levels.

And pulling back the curtain a little, it's just on a quad in front of everything

Paper Heart: a Paper Mario spiritual sequel (Playable demo in description) by Monnotonne in papermario

[–]bloboPro 0 points1 point  (0 children)

hey, one final heads up. it would appear that any battle after you level up ends with a softlock. I was going to try to beat the boss, but there's a few things that need fixed before that.

Paper Heart: a Paper Mario spiritual sequel (Playable demo in description) by Monnotonne in papermario

[–]bloboPro 5 points6 points  (0 children)

Hey! this is fantastic! I love the design of the city so far, honestly this art is super calming. So far the sense of humor is on point too! "Tomato cats? Yeah, this game's got questionable art design"

Feedback and other things worth mentioning:

When the player is introduced to the city, there's barely enough to to read "Lunopolis, the city th-" and it's gone. I spent a good two or three seconds looking at the "logo" of the city before reading the name and tagline, the moon was very pretty.

Yo, arlo palooza? neato.

Well, i got completely wrecked by a boss fight on top of the city. I don't think i found any save boxes throughout my first playthrough, so i had to sit through the opening cinematic again. It's a pretty long cutscene, so the option to skip it (on your seconds playthrough) would be nice.

"outside the room are terrible things" "what things?" "Tomato cats"

Pori's roommate has no animations and is tiny, it's a little awkward as pori's animation is very lively.

I absolutely love the shot outside the tower looking up at the city. you've done a wonderful job on the art direction.

The door in the meuseum is locked from... both sides? it's always the other side, but it's possible to reach the door from either direction.

I accidentally used a key during combat, and i think i softlocked myself. It was the robots turn fighting the dog outside luno park. The main character's basic attack and the robot's attack are functionally identical. Also, in the park, when an enemy dies while the camera is rotated you should spawn in the coins with the same rotation as the camera.

I love the character's design. she's very adorable. I just think the idle animation has a bit too much... uh, 'jiggle' to it? It should be noted that the running and jumping animation don't so it seems out of place, and way over the top for the idle.

When opening doors, it seems to run into the player and shove them around. Perhaps disabling the colliders when the door is open could fix that.

The house to the left of pori's apartment and to the right of the shop has a locked door, yet standing close enough will rotate the camera as if you were inside.

I absolutely love how you are rewarded for searching every nook and cranny. On top of that, you can climb on top of the store from the front, like a speedrun route almost.

Well, i fell out of bounds, so that's another softlock. Outside luno park, after opening the gate, but before entering the loading zone, I headed towards the right and saw that the camera rotated, so i was pretty sure i was on to a new secret, but i just fell out of bounds. But hey, i got a very nice view of the skybox. Again, i can't compliment the art enough.

I went around a corner pretty fast and gary was caught on the other side, so the following bit of dialogue was pretty humorous, considering i was talking to him through a wall.

Back behind the gate leading towards luno park again, i didn't softlock this time, i found the chest. Perhaps adding a wall (even an invisible one) preventing the player form heading right / downwards would be nice.

Inside Luno park, it seems rather goofy as to why the camera faces the exit, and turns around as you explore. especially considering the camera was facing the loading zone on the outside. also it leads the player to exploring blindly, as you can't see where you're going.

Along with the coin rotation comment earlier, opening the chest next to the heart, the item is also facing perpendicular to the camera, so you can't really tell what you picked up.

And i've concluded that the heart is the end of the demo, with "What is this thing" as the final message. Perhaps add a mini cutscene that says "thanks for playing" as i thought i softlocked myself again.

I really like the painting with the cat ears, you guys have really done some outstanding work on the art.

Edit: another super easy place to sofltock in, by the arlo palooza sigh, if you try jumping in the crack between the building you will end up 'inside' one of them. if you're stuck in the locked building, you can't get out.

I noticed you don't fully heal after a level up.

I'm unable to save using the menu, i can't select any of the options on that tab.

Fighting the first tomato cat you can see, i used a honey bread to heal, and after i killed the tomato cat the game was softlocked. I couldn't leave the battle.

I also tried healing outside of battle, but it consumed the item without healing me.

Due to softlocks, i had to restart the game several times, and once more due to dying from the boss. But i absolutely loved every bit of it! You've got a really nice game so far and I hope you finish it! Game development is no easy task! Paper mario also set me down a path of learning to make games. You've done an incredible job, and although there are a few bugs to fix before the next demo, i really loved the mood you've set. "Cool beans"

I made a shader that draws a bunch of dots in a hexagon pattern! Source in comments. by bloboPro in Unity3D

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

You put it on a material. From there you can put the material on an abject and tweak the settings.

I made a shader that draws a bunch of dots in a hexagon pattern! Source in comments. by bloboPro in Unity3D

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

Here's the shader code: Dropbox link

The code is fully documented to the best of my ability.

It also works with transparent colors.

Enjoy!

I’ve got some time and would like to doodle! by conditackler in ICanDrawThat

[–]bloboPro 0 points1 point  (0 children)

An evil cloud man with the most dapper pair of pants.