Linear Space Program
I'm about to fail my LD50 submission, but here's some FRP map with autotiling borders.
LD52 is about tiles again
(not really, it is about syncing CPU arrays to GPU textures)
(not really, it is about syncing CPU arrays to GPU textures)
Screenshot from 2023-02-17 22-49-33.png
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All the pieces so far:
- Dynamic tilemap.
- A minimap view synced to it (using 1px tile atlas for colors).
- Draggable viewport.
- Some animated sprites in world-space.
- Screen-space (yellow) and tile-space (blue) selection boxes.
- Status frames for sprites caught in selection.
- The window is still resizable (tilemap re-center appropriately and minimap sticks to its corner with a small padding).
- Dynamic tilemap.
- A minimap view synced to it (using 1px tile atlas for colors).
- Draggable viewport.
- Some animated sprites in world-space.
- Screen-space (yellow) and tile-space (blue) selection boxes.
- Status frames for sprites caught in selection.
- The window is still resizable (tilemap re-center appropriately and minimap sticks to its corner with a small padding).
Screenshot from 2023-02-18 22-49-28.png
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Implemented a 9-patch sprite slicer to make fancy viewport frames.
Screenshot from 2023-02-24 12-11-59.png
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Having fun with my new composition renderpass and postprocessing shader.
Left-to-right, tone mapping functions (with "default" parameters): none, reinhard, reinhard2, lottes, uchimura.
Left-to-right, tone mapping functions (with "default" parameters): none, reinhard, reinhard2, lottes, uchimura.
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Screenshot from 2023-05-02 00-18-06.png
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(fast enough for a 1M-tile grid of random crap)
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Awww yisss! Everything* I wanted feature-wise from this tileset:
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).
* I have unused alternative biome tiles... to spice up the landscape 😏
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).
* I have unused alternative biome tiles... to spice up the landscape 😏
Screenshot_from_2023-05-08_15-04-49.png
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Visibility is surprisingly tricky. Lots of implementation options, semantic options and how to combine those.
Extracted tile "proxy" data from Tilesetter projects. Makes maps a little less bland even in extreme conditions.
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Subtleties of animation…
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓