the crt shader has gotten a lot better, but i havent been able to show it off because im busy with the #lispgamejam#autumnlispgamejam
we've got a 640x480 crt screen, normal mapped diffuse lighting, live dithering and palette matching, all running at 720p and a smooth 60fps, in the browser on an ancient 2012 Macbook Pro (nvidia 650M)
- a 6-by-6 pixel perfect rgb phosphor, in the most common bricklay pattern - twice as many phosphors as there are pixels to match: - the native snes resolution of about 240 pixels give or take per dimension - the usual analog resolution of about 480 scanlines visible on the crt screen - the CRT rgb phosphors selectively bloomed based on a brightness threshold - bloom performed properly as a standard 2 pass (horizontal and vertical) gaussian blur
RESIDENT PEEVILLE is offically published on itch.io! https://the-dot-matrix.itch.io/resident-peeville A from scratch, 10 days, no engine, somewhat faithful, definitely playful rendition, of a 3d PS1 style survival horror game. RP features 2d depth mapped hand-painted backgrounds, as well as a homegrown CRT shader. And as always, it's made with löve. <3
This was a big leap for me in a lot of ways. No matter the results, I'm really proud of this. I hope you find some joy in this silly little game of mine.
2 more days, lots of polish and art today we also have a walking animation made and added! ive got 2 more backgrounds to line, then i need to paint 7 more 😅
other than that, its just small stuff, which hopefully i wont run out of time to do with all the painting left i should be fine, but its definitely going to be a full saturday and sunday to finsh this up strong 💪
for now, please enjoy how much work my CRT shader is doing for the 320x240 3d render, and 640x480 source output #lispgamejam
I swear I had one extra day yesterday... Oh well! 7 days down, 3 more to go! Hand painting these backgrounds in proper three point perspective is a lot of work, but the result is so worth it. I just hope I can keep the momentum going for the remaining 7 backgrounds.
This is the halfway point where I ask, is there an actual game forming? This time... I think so!
M: reduced draws down to 9 (+ 18 batched) T: background music, .obj parser, updated player model, various fixes W: lots of QoL polish, updated textures, new UI box/frames, scene transitions, and the 8 final scenes and fixed camera angles
I was hoping to have the drawn backgrounds by now, they'll be done tomorrow Other than that, I'm right on schedule, about 1 min - 3 max tasks per day
~3 days down and we have collision physics and depth-aware pre-rendered backgrounds, using only 2 pngs!
I can now create scenes by: - sketching out a minimap - using the freecam to find a good angle - take a screenshot with the map laid on the floor - draw the background, and specify depth in the alpha channel - polish the two images, game-ready scene done!
Tomorrow will be performance tuning, though I still get 60fps on my 2012 macbook, as well as minimizing the scope of game. #lispgamejam
Less than 2 days in and we have a fairly accurate recreation of PS1 style graphics, including: - rgb8 to rgb5 bit color dithering (look closely at the start, similar to actual CRTs, the CRT shader makes it subtle - affine texture mapping (warped textures) - integer vertex snapping (wobbly polygons) - 320x240 3d render resolution, with 640x480 interlaced output
Looking forward to adding a tank controlled player, 3rd person fixed camera, and pre-rendered scenes to walk around!
The #lispgamejam results are in, RESIDENT PEEVILLE is the runner up by 0.077. It's always an honor to have my creations appreciated at all, let alone having them rank near @Alexjgriffith (congrats!)
Things to celebrate: - 3d game, no engine/library - all my own code, music, and (mostly) art - higher scored than fauna~otchi in all categories - I enjoyed making this more, it felt like *my* game
Though as usual, Entertainment is the weakest link... I'm gonna focus on changing that this Autumn!