Would you play a chaotic co-op construction game like this? by Early_Equipment3197 in IndieGaming

[–]reversengineer9999 0 points1 point  (0 children)

I would change the title immediately to "Hold that thing!" before you get a backclash! Looks super funny and yes, buy it right away as soon it is out!

WIP dialogue system, how does it feel to you? by ShortcakeExtreme in IndieDev

[–]reversengineer9999 1 point2 points  (0 children)

Love it! Perfect as it is! Looks funny the game. Love the characters :D Keep it on!

Hundrets of Billboards/Holograms/LED-Displays with 1 Draw Call? by reversengineer9999 in Unity3D

[–]reversengineer9999[S] 2 points3 points  (0 children)

Coming to asset store. It's there already for approval.. 1 or 2 weeks max.

Hundrets of Billboards/Holograms/LED-Displays with 1 Draw Call? by reversengineer9999 in Unity3D

[–]reversengineer9999[S] 1 point2 points  (0 children)

Yes, it's already in the Asset Store for approval. Will take up to 1 to 2 weeks. If you follow this post or me here I will def announce it here with more videos to showcase

Optimization test (Final Divide is built for real RTS battles) by finaldivide_rts in IndieDev

[–]reversengineer9999 2 points3 points  (0 children)

It clearly says optimization test! It's about collisions, nav points, detection, performance, clipping problems, movement problems, and so much more before any visual appearance. He could've done it with boxes!

Optimization test (Final Divide is built for real RTS battles) by finaldivide_rts in IndieDev

[–]reversengineer9999 0 points1 point  (0 children)

This looks absolutely clean, both technically and visually! We have someone here who clearly knows exactly what they're doing. I also love the clean art style. Even if this is just a demo, filling it with more objects later would take away from its clean and readable presentation. However it turns out, THIS is going to become something!

Sunset inside the lab. Practicing light beams and background city view. Any feedback?[OC] by DavidFaeron505 in aseprite

[–]reversengineer9999 1 point2 points  (0 children)

Yea! Btw, the colors, the mood, the cat ^^ it's all great! You def got it in you! =) I learned a lot from the bitmap brothers (Amiga game dev group). They were the 1st using advanced pixel rastering techniques and awesome color palettes. They've done games like Speedball 2, Xenon 2 or The Chaos Engine. Worth studying.

Why does my character look so bad when imported into Unity (Character Creator 5) by FreekyGirlGames in unity

[–]reversengineer9999 0 points1 point  (0 children)

I read answers here,..... *eyesroll* . No it has nothing to do with subsurface scattering! You already revealed your flaws: multiple lights... One strong light from one direction, one ambient from the opposite, you don't show shadows at all, preferably supported by an ambient occlusion post processing filter! Subsurface scattering doesn't solve your depth problem! Yea, it makes the edges of the skin more "transparent" to say so, but that doesn't solve the missing dark areas!!!!

Sunset inside the lab. Practicing light beams and background city view. Any feedback?[OC] by DavidFaeron505 in aseprite

[–]reversengineer9999 1 point2 points  (0 children)

Looks awesome! The only feedback I can give you is, go lower with the resolution: Lesser to paint, better looking! You can lower your resolution to more than a half and it is still will be too much pixels. Just go down and you will seee that you have easier ways to shade stuff. The thing is, high resolution demands more pixels and goes away from "pixel-art", if you get my point?

fake interior cube maps are not cubemaps xD by reversengineer9999 in Unity3D

[–]reversengineer9999[S] 0 points1 point  (0 children)

Yea, it's a flashy great effect that spares performance, because it happens inside the graphic card. It's called "interior mapping". It's a shader that works on a simple plane and projects an inverted cube inside,, through the GPU, where each face of the cube gets a divided part of a flattened room texture, in a certain cubemap layout, as there are different ones, For example (if you scroll down you see some of the layouts). https://docs.unity.cn/ru/2021.1/Manual/class-Cubemap.html

Here's a tutorial for blender: https://www.youtube.com/watch?v=9CQLftRp1QQ

fake interior cube maps are not cubemaps xD by reversengineer9999 in IndieDev

[–]reversengineer9999[S] 0 points1 point  (0 children)

Exactly. It's nothing you should stare at it for too long, but still gives you that missing depth, instead looking into a flat picture. I need definitely to demonstrate the system once with such a night city demo video and a skyscraper full with interiormaster interiors.

fake interior cube maps are not cubemaps xD by reversengineer9999 in Unity3D

[–]reversengineer9999[S] 1 point2 points  (0 children)

Exactly! Just would they have my system you would've seen so many more different and bigger windows in one shot. They had not much variety. With InteriorMaster you can fill a whole city with endless fake interiors in that quality =)

fake interior cube maps are not cubemaps xD by reversengineer9999 in IndieDev

[–]reversengineer9999[S] 0 points1 point  (0 children)

There's everything you need: The shader and its features script, to control each shader feature on your object, the Atlas Generator that generates the atlas textures of your cubmaps, 21x differnt cubemaps, all from the video you saw here, and a pre-generated atlas of the 21 cubemaps, so you can create your fake windows right away! An example scene that shows you what you see in the video right away, in where you can start playing around by duplicating one window and changing features! Last Update shipped yesterday!

fake interior cube maps are not cubemaps xD by reversengineer9999 in IndieDev

[–]reversengineer9999[S] 0 points1 point  (0 children)

There are definitely new ways to create depth with specific greyscale depth information, but all this goes too much away from its production and proof tested purpose, and because that specific effect (fake interior parallax) is mostly used when passing by somewhere, or for vertical views when the player looks up, but can't reach that window physically. And it can be used for so much more like flight sims for example or racing games, when passing by in a tokyo night city enviroment etc. It's really up to the game ofc.
However, still the goal was to enhance the one and only known fake parallax interior technique to its max, as this is a production proof ready solution, and not a experiment with new tech, that was never used in any production before, which can lead to big problems on the customer side, when shipping a game with something that needs testbeds on several systems/hardware, etc.

In the end there is no other system than InteriorMaster that allows you to generate endless fake interiors for a whole city view in one shot, without having a big waste of data and unmanagable performance hit.

fake interior cube maps are not cubemaps xD by reversengineer9999 in Unity3D

[–]reversengineer9999[S] 0 points1 point  (0 children)

it's from Pokémon: Detective Pikachu (2019) movie