@PolyHertz : Looking cool so far :) . I'm kinda coming from the other end when it comes to features it seems :D . Currently it has curve-support and linear-subdivision support, but no pinching/sliding and not compensating the offset-length. I'll post some images later. 13. Didn't use it before, but you can issue OpenGL…
Thanks guys! As for the B&W, I like color a lot, but in this case I've only had like 2-3 days to work on the art for the game, and by making it B&W I kind of hide some ugliness :) . I've hear mixed opinions so after the contest I will probably make a multiplayer version of this game, with proper art etc :) @Maph, I could…
-Having to take a craptasticle graphic design gig b/c I cant break into the gaming bizz -Having to share a cubicle space with an old washed up wannabe graphic designer who couldnt design himself out of a paper bag -Having that same dude always trying to make me look like an idiot infront of our boss b/c he's insecure with…
Working at the moment on a automated optical kerning solution that will build a kerning pair table based purely on the shapes of each bitmap letter. The first step is already done which was detecting with rays certain line heights (shown in red). This will be an advantage when it comes to non western languages as there are…
Thanks for the reply! So if I understand correctly, only the replaceable parts need to be standalone model files? In my case, the character's body itself always stays the same, and some clothing pieces need to be overlayed on top of others (e.g. an open jacket over a t-shirt), which means I can't simply merge all clothes…
You are a brilliant man SnarG. The grave markers - genius. I changed it. A bit. I thought the things on the buttress tops were tiles, until I looked at the painting forever, at first my eyes bled because I couldn't figure out what was going on with the tops, but then I determined that they weren't Spanish tiles because…
It should be fairly obvious by the naming... It takes the world position of the vertices - where they are relative to (0,0,0) in the scene. World position is useful here because it means it's consistent no matter how the mesh is moved, rotated or scaled. Then divides it by 500 (to scale the result up a bit - so that in the…
HERE WE ARE GUYS! Had to finish now @5:30AM b/c I've got work tomorrow ALL DAY T^T. It's been one heck of a ride, full of lofty aspirations, broken ideas, and continuous learning. Definitely a couple more things I could do for extra polish... And I still wish I added a bit more...cheeky character...but overall, I'm pretty…
I am not sure what Unity does when you don't have any textures applied to it, it probably doesn't calculate the pixel shading. Although this test is not so good if you don't have a bottleneck around it, did you place tons of trees all around? Framerate will only change if you really have tons of stuff around. Batching will…
Not a fan of A I like the motions of C though I don't know if they'll translate well on a character. Just a feeling, but i'm not too experienced to say it's worthwhile to say I like D and B's designs. I'd be interested in the upper half of B with the lower half of D. (above bust and arms - below bust, respectively. I also…