Roll the ๐ฒ๐๐๐.
Get powers.
Resolve puzzles.
Try it now on Steam (free demo)
โก๏ธ https://t.co/bF7F2Ebnff
__________
#PitchYaGame#indiegame#puzzlegame
U.F.O. (@OrigamicSeed)
"As an Unidentified Fridge Operator, manage a frige and make its owner happy!"
Free - Windows, Mac, Android, Browser: https://t.co/MAxS40oPgA
๐ A mathematically 'perfect' sword slash. โจ
uvCenter = (uv * 2.0) - 1.0;
polarUV.x = length(uvCenter);
polarUV.y = atan2(uvCenter.x, uvCenter.y) / TAU;
circle = step(polarUV.x, 1.0);
angleGradient = polarUV.y + 0.5;
radialGradient = 1.0 - polarUV.x;
return (angleGradient - radialGradient) * circle;
The angle gradient is hollowed out using the radial gradient, and the result masked by a circle. You can subtract by noise or any other pattern, and remap/animate the gradients for the same result as below.
Hello there! Wanna try a peaceful and colorful puzzle game? Here is Kewbii, and its demo is now available on Steam!
https://t.co/0lHYbtsulI
#puzzlegame#solodev
๐น๏ธ PS1-style texture/vertex transformations in #Unity3D, with post-processing (quantized resolution) grid shader to visualize 'pixel' snapping at work.
See ๐งต for scene/game/material view!
#screenshotsaturday#realtimevfx
Letโs talk about Uvs and when you should make Cuts.
What do you think?
I always use the rule of 90 degrees and hard edge rule.
If it is hard edge, uv island split same for 90 degree changes
๐ค
Particles are sampling colour from nearby emissives.
The fog can pick this up, too. Things like neon signs with baked indirect lighting will glow and illuminate airborne particulates (fog/mist/smoke).
Post-processing bloom is sometimes used to simulate this effect, but this won't work when emissive go offscreen, and isn't truly 3D.
Another interesting note- it should be possible to create volumes with baked lighting data (into 3D textures) then sample that for really fast, [pre-calculated] lit fog.
#unity3d #gamedev #realtimevfx