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Everything posted by EvilTurtleProductions
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Cyclone Participating in Steam Next Fest 2022
EvilTurtleProductions commented on reepblue's blog entry in reepblue's Blog
Good luck with the release and 'fest Always a very exciting and stressful period -
GameMaker has something what I think might be a good middle-ground (maybe?), seeing as how subscription is often frowned upon especially by Indies: You can use the tools for free, but if you want to use the publishing tools to build/publish you pay a subscription. This means you don't constantly have to pay while experimenting and means you can explore the toolset to see if it works for you without a paywall. When you actually seriously start doing stuff you pay a monthly fee for as long you need the compiling/publishing tools. This allows new devs to get their feet wet, seeing as how you try to cater to new devs and Indies this might be an idea. Not sure if it'd be profitable though. Definitely an issue that could keep you awake, I imagine. Also: very happy to hear you are (possibly?) going to do a final update for LeadWerks, it desperately needs it I'd be more than willing to help out with that, since I do have quite a few (minor) things that need that last final touchup , and I've been trying to figure out what causes these bugs since I encounter them quite a few times during development
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Here's some screens from a recent testing session:- 19 replies
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Aw thank you. And hey everyone is different, everyone has their weaknesses... and more importantly: their strengths Play on yours- 19 replies
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
I've been experimenting with the lighting and GI probe shaders and done some minor tweaks that have had a huge impact for the visuals. Especially metal surfaces look a lot more... metal. The specular reflection intensity and size is now more correct to the surface roughness and metallic values. GI probe reflections are more balanced too now. Been working hard on the new lobby map too, since it's the place players will meet up and accept missions. Loads of new models in place and I also updated the mission- and player screens to make them much more clear and comprehensive. CRT screen shader has reflections now too- 19 replies
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Any game created with Leadwerks ?
EvilTurtleProductions replied to khotan's topic in General Discussion
Oh yes Blender is quite overwhelming. I am planning to make a tutorial post here on the LW forums in which I will detail my workflow and how to make PBR-textures in Blender with the plugin as well as texture packing in Materialize. Don't expect that anytime soon though, I am incredibly busy with the game atm haha -
Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
it's a combination of vertex-shader mesh deform and using the render buffer that's available for z-buffered materials. In Blender I made a simple plane, subdivided to 8k vertices, which I exported to the game. I then made another copy of the plane that has a very high amount of vertices, I use this plane to sculpt whatever shape I like (in this case that claw). Since the UV map for both planes is the same (Blender automatically interpolates when subdividing) I can simply bake the vertex positions to a small texture (I used 128x128 in above screenshots) which is then used by the vertex-shader to offset the plane's vertices into the shape of the thing I sculpted. The reason I use a plane is because I want to fetch the screen fragments whatever is behind the plane and draw these fragments onto the plane itself, using the UV coordinates of the plane. When the plane is undeformed you see no difference, but as soon as the plane deforms the fragments deform with it et voila you have yourself something creepy growing out of the walls, ceiling etc Only drawback is that this is a screen-space effect, so much like SSR it has a visual glitch/needs a fadeout at screen edges. Another drawback is the lack of shading, since the material needs to be drawn last and thus z-buffered needs to be checked. Given the creepy nature of the effect this isn't a big issue, though I'm open to suggestions on alternatives- 19 replies
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Hidden lights still show up
EvilTurtleProductions replied to EvilTurtleProductions's topic in Programming
Yes. I was planning this for lights that are completely off. Thanks. -
Hidden lights still show up
EvilTurtleProductions replied to EvilTurtleProductions's topic in Programming
Big dumb moment there. I was staring at the wrong problem, haha, thanks. I implemented a different solution than the while loop though, since not all children might be lights. Instead I use a vector that I fill with all the lights, then loop through this vector to re-parent the lights. -
Any game created with Leadwerks ?
EvilTurtleProductions replied to khotan's topic in General Discussion
Thank you so much 😄 I use Wings3D for the modelling, Blender with the PBR Painter 2 plugin for the textures and animations. Can highly recommend that by the way, it's made things ten times easier and faster. I've heavily customized the original PBR shader in LeadWerks to better implement PBR and to implement texture packing so metallic, roughness, AO (baked in Blender), emission, height and extra data such as a texture for the infection effects is contained in just 2 textures. Albedo and normal maps are 2 more textures, for 4 textures in total. It's not perfect yet, but getting there -
Any game created with Leadwerks ?
EvilTurtleProductions replied to khotan's topic in General Discussion
https://store.steampowered.com/app/1921130/Disinfection/ Our game is gonna release by the end of the month (if all goes well), on Early Access. Made in LeadWerks 4.6 with loads of customization -
Hidden lights still show up
EvilTurtleProductions replied to EvilTurtleProductions's topic in Programming
After about 4 seconds two of the lights go off, even though I set all four lights to go off. Check the code comments in App.cpp. -
Hidden lights still show up
EvilTurtleProductions replied to EvilTurtleProductions's topic in Programming
I've made a simple demo, replicating the way the game builds levels (albeit just one node in this test) and modifies the lights and I get the same issue. See attachment for the project. All the code is in C++, I've commented it heavily so hopefully that is some help. The prefab objects are in the Prefabs folder & in the editor in scene/prefabs. LightsTest.zip -
Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
The game is now on Steam: https://store.steampowered.com/app/1921130/Disinfection/ Wishlist that puppy- 19 replies
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In my procedurally generated levels I want to be able to turn lights on or off when, for example, the power goes out and thus all lights need to go out. The level is generated from CFG prefabs, which are then decorated with models and lights. The lights are parented to the CFG prefab. But I've been struggling with a strange bug, it seems only half the lights in the level go out. I've tried using SetIntensity(), SetColor() and Hide(). I've also tried unparenting, reparenting or not parenting at all. All create the same result. In the screenshot it's clearly visible: there are four lights close to the floor, two to the left, two to the right. When the lights are turned off the ones on the left indeed go off, but the ones on the right still seem to be there? Any suggestions what this could be? I'm quite lost right now. Is there some limit I'm hitting (there's about 100 to 200 lights in a level)?
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Cant move or look around in scene
EvilTurtleProductions replied to AtomicHashtag's topic in General Discussion
2022 and I have had this issue twice now. Tried rebooting, updating drivers, restarting steam & leadwerks, deleting the CFG etc etc The strange thing is that Leadwerks will work fine and then suddenly it all breaks. I noticed the logging/debugging stops working completely too, I've been wanting to debug some value using System::Print but alas nothing appears in the log. Seems more like a general failure in the editor which affects the 3D view and the logging system. I also noticed the editor does not notice the game being closed. Another hunch I get from this is that the editor fails to hook into the the game thread or something? Just shooting ideas here, since it's a really annoying issue. It's hard to edit and debug things (debugging in Visual Studio has issues with the game's procedural level generator, so I can't always use that) and I'm getting stuck on fixing bugs like this :I -
Now that's what I call a jeep, hehe
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Animations solved with a custom animation manager. It turned out to be a good idea regardless since it gives a lot more control for case-specific things in our case. So, I turned my attention to the monster(s) in our game. The idea is that there's not so much a single monster, rather the entire environment and even other players can turn into your worst nightmare. One important effect I wanted to implement is making it look like the environment itself changes shape, into clawing hands, horrific faces and all that good stuff. For this I wrote a custom shader. The object itself is a simple plane which gets deformed in the shader using a texture that I baked in Blender. This texture contains vertex position information of a claw or face I sculpted in Blender. This has two major advantages: - I can make very detailed sculpts without loading player hardware with a bazillion vertices, since it gets baked to a texture and applied to a much less detailed plane. - It becomes very easy to animate the deformations since I can just blend textures to my desire, making it look like the claw/face actually grows out of the environment. Now I just need to make a system for the monster so that when it hunts it starts placing these deformation planes nearby on the environment, while it chases players so that it looks like the environment itself is coming after you, basically Also the Steam store will be live next week, keep an eye out for 'Disinfection'.- 19 replies
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Nah, you can just play the animation on one of the bones i.e. if you play an animation on the "right shoulder" bone the animation will only play on the right arm bones and not on the rest of the skeleton. So combining various animations this way, optionally with some blending, seems to work perfectly fine. It's just changing logic states when animations finish etc that is the problem right now Thanks for the kind words- 19 replies
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Making a new player model and it's coming along great. We're getting some fancy mocap animations for it too. Struggling a little bit with the animations in LeadWerks. Turns out EndAnimation() doesn't trigger when you play animations on an entities children, or any other part of the hierarchy that doesn't have the actor attached to it. Maybe there's a better solution for this? I'm going to need to have multiple animations playing on the model i.e. the lower half of the body playing a walking animation, while the right arm is holding up a scanning device and the left arm plays interaction animations. Otherwise I'm just going to write my own animation manager with my own version of EndAnimation- 19 replies
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Some more in-game screenshots, the interiors are starting to take shape. Hopefully we'll be able to make a short trailer for the game soon- 19 replies
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Working on our game 'Disinfection'
EvilTurtleProductions replied to EvilTurtleProductions's topic in Showcase
Another model done: the large computer core. Computer cores allow players to make data dumps, for bonus money, and perhaps more in the future.- 19 replies
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Here's some screenshots of our upcoming multiplayer sci-fi horror game 'Disinfection'. I'm working on this together with my girlfriend It features a fully procedural (random) level generator which is being eaten away in real-time by an infection. I also wrote lots of custom shaders from scratch for thi.s Such as a better PBR implementation that works well with the GI nodes in LeadWerks, as well as post FX such as anamorphic bloom and lens effects. Also effects for the infection and the monster. Most of it is still very early WIP, but the game is playable and we're hoping to release the game in Steam Early-Access sometime in April.
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