Posts Tagged ‘jam’

Time for #BUTERATOS!!!

Posted by
Monday, December 19th, 2016 4:08 pm

[SPOILERS] Fun with shaders for LD37, part 3!

Posted by (twitter: @avaskoog)
Sunday, December 18th, 2016 5:03 pm

Hey! Posted part 1 and part 2 earlier about some of the custom shaders that were written for our LD37 entry, LOCK AND RELOAD. c:

Since the posts easily get a bit lengthy, I decided to divide this into a series of more bite-sized posts so that I don’t have to sacrifice all too much clarity for the sake of space. This is part three, about two shaders that make use of UV scrolling (sort of) and number two is a spoiler, so do play the game first! c;

(ノ◕ヮ◕)ノ*:・゚✧

Some of the effects are connected to slightly fundamental parts of the story, and since the game ended up being really short due to time constraints, I recommend you play the game first to avoid the spoilers and get the most out of the game with it’s little twists! So I’ll be adding a “read more” tag at to some parts to hide some of the stuff from the front page of the blog.

Note: the game was made in Unity and the shaders were written accordingly and so any code will be given as boiled down versions of the shader code written for that, but obviously everything is readily convertible to something like GLSL with minor to no changes.


 

Animated TV noise

In the small room that the game takes place there is a television set, and at the start of the game you’ll find that the screen is turned on, but showing nothing but static. Moving static, of course, and not just a frozen image!

View post on imgur.com

So how does this work? We could of course have gone super fancy and generate noise programmatically right there in the shader, but since we were not looking to do anything procedural here, that was completely unnecessary, and we’re only using a static texture with the noise already in it. The movement comes from randomly jumping around (rather than scrolling) the UV coördinates! ᕕ( ᐛ )ᕗ

UV scrolling

What does it mean to “scroll UV’s”, or “move UV coördinates around”? Well, the UV’s are what determine where and how textures will map onto a mesh/model. By moving the x and y positions of the UV’s along the surface onto which a texture is being rendered, the position of the texture will move. There are many neat uses for this, so let’s look at a few before we move on, just to make sure you understand! (◕‿◕✿)

View post on imgur.com

A waterfall is easy to achieve by scrolling a repeating texture vertically along a simple rectangular plane. In this particular case, there are multiple layers of textures moving at different speeds on top of each other, as well as some particle systems to help sell the effect further.

This next GIF was recorded from this YT video from the channel ClassicGameJunkie and their show How did they do that?, so go check that cool channel out! Its creator is also working on the 3D platformer Clive ‘N’ Wrench!

View post on imgur.com

The flat, cartoony eyes in The Legend of Zelda: Twilight Princess are best animated by scrolling the UV’s of the texture around the flat geometry rather than trying to actually move any vertices.

The noise texture

I admit! The briefing on UV scrolling was a filler, to some extent, because there isn’t very much to say about it. It’s very easy, at least now that you know how the concept works! c:

When UV’s scroll enough that we’re able to see one repetition of the texture meet another, there are two ways to go about rendering it. It can either be repeated/tiled, or it can be clamped. You may have seen these option before when looking at a texture in Unity’s inspector. To make it clearer what’s going on, let’s look at the noise texture in both modes:

ld37_shd_rep_clm

As you can see, clamping means that the last pixel of each side of the texture will be repeated indefinitely in the corresponding direction, while repeating means, well, repeating. This is what we want, since we want to be able to move to random locations on the texture and still get the TV screen filled up nicely with static.

The noise shader

Finally! As you would know, perhaps from the previous part, the basic way of going about shaders is to run the program on each pixel, or fragment, of something to be rendered, and process the final colour and alpha to output for each. To get the colour from the currently processed pixel, we just use the UV coördinate in the texture that we got from the previous part of the shader, the vertex part. Like so:

fixed4 col = tex2D(_MainTex, i.uv);

What we can do now is to add some numbers to the UV’s—an offset—that will move to a different part in the texture. We want this to happen in a way that looks random, and we want erratic jumping, not smoothly sliding over to the next part in the texture.

The thing to do when one does want to move smoothly around a texture would be to move by a constantly increasing value, like the game’s time. This might alternatively be plugged into some function, like cosine or sine, to move around in wavy or circular fashions.

We won’t do exactly that, of course, but we still need the time variable to have the conditions keep changing. What we can do to get the jagged movements we want is to make use of the modulo operator to see if the current time is divisible by some number, and use that as the basis of our stuff. We’ll even use some wave functions!

Since the rounded number will remain divisible by something until it has changed into something else that no longer is divisible by that number, we’ll be seeing each position where the UV’s end up for at least a few frames, which is of course what we want. We want this to change over time, so we’ll modulo the time by the time itself, but multiply each operand by a different number.

float factor = (time * 10) % (time * 22);

Something like that! That determines how much we move. Now to determine how far and where to move! We’ll use cosine and sine for this, again plugging in the time, multiplied perhaps by something else (or even nothing at all—i.e. 1.0—this time). This will make it move around in circles, but of course we won’t be able to see that as we only skip around on those circles.

float2 movement = float2(cos(time), sin(time) * distance;

The distance variable ensures that we move about a fair distance on the texture, so that the difference between each position is clear. And honestly, we might as well plug in something like time % 100 in there as well to make the noise as varied as possible!

And so we modify our initial line of code:

fixed4 col = tex2D(_MainTex, i.uv + movement * factor);

That’s it! Incredibly cheap cheating for some fake randomness that looks good enough for something like this, where the texture is already very random to begin with. I only used a texture that’s big enough to precisely cover the screen, but in retrospect I’d say this works even better with a texture that’s much bigger than the TV screen, to make any repetitions less obvious!

 


 

!!!ヽ(゚Д゚)ノ NEXT UP IS A SPOILER, SO THE “READ MORE” TAG WILL NOW BE INSERTED! ヽ(゚Д゚)ノ !!!

Thus you may want to play the game before you move on! c;

 


 

(more…)

#BUTERATOS stuff))!!!

Posted by
Sunday, December 18th, 2016 3:06 pm

#BUTERATOS MUAHAHAHA!!!

Posted by
Saturday, December 17th, 2016 6:13 pm

[NO SPOILERS] Fun with shaders for LD37, part 2!

Posted by (twitter: @avaskoog)
Saturday, December 17th, 2016 9:45 am

Hey! Posted earlier about some of the custom shaders that were written for our LD37 entry, LOCK AND RELOAD. c:

Since the posts easily get a bit lengthy, I decided to divide this into a series of more bite-sized posts so that I don’t have to sacrifice all too much clarity for the sake of space. This is part two, about one of two shaders that make use of separate cameras and render textures!

(ノ◕ヮ◕)ノ*:・゚✧

Some of the effects are connected to slightly fundamental parts of the story, and since the game ended up being really short due to time constraints, I recommend you play the game first to avoid the spoilers and get the most out of the game with it’s little twists! So I’ll be adding a “read more” tag at to some parts to hide some of the stuff from the front page of the blog.

Note: the game was made in Unity and the shaders were written accordingly and so any code will be given as boiled down versions of the shader code written for that, but obviously everything is readily convertible to something like GLSL with minor to no changes.


 

Inventory inspection

This one is not a spoiler! c:

When picking something up, or clicking something on the inventory bar that was picked up earlier, the player will see a 3D view of the item in question along with some descriptive text.

View post on imgur.com

This view is rendered by a separate camera than the main one to get a nice 3D render of the spinning artefact. The main camera that renders the room (still visible behind the UI) cannot see this model, and the camera that renders the inventory view cannot see anything except the inventory item.

Separate camera setup

This is achieved in Unity by setting inventory items to a render layer of their own, and then unchecking that layer from the main camera, while unchecking everything except that layer on the inventory camera.

ld37_shd_insp_cams

Then you’re free to render your inventory and your game world in the same place, without them actually interfering with each other, like so:

ld37_shd_inv_scene_game

Render texture

Next, we need to create a texture for the inventory camera to render what it sees onto, since we don’t want it to render into the main game view and replace what the main camera sees. A render texture can be added by right-clicking somewhere in Unity’s file inspector and finding the option in the create menu.

It then needs to be connected to the camera, but we’ll not be using the field in the inspector for this, as it won’t work as intended. Instead we’ll be creating a small script that sets the camera up with the texture as the game starts. Something like this at the top:

[SerializeField] private Camera m_cam;
[SerializeField] private RenderTexture m_tex;

This way we’ll be able to drag and drop the camera and the render texture onto our script. Then as the game starts we’ll call this:

m_cam.targetTexture = m_tex;

Simple as that! Finally we’ll need to draw the texture somewhere so that we can see it. We’ll do this by adding a “raw image” to our UI canvas which will take the render texture as its sprite/texture, and that’s it. Now during runtime the UI will show what the inventory camera sees in that image, and we can edit the UI element as usual to get it to appear where we want it!

Remember we can also adjust the resolution of the render texture by opening it up in the inspector, in case the default 256×256 is too small, or has the wrong proportions.

The shader

You may have noticed we haven’t actually done any shader work yet! ヽ(゚Д゚)ノ

We can see there is a white border around the inventory item’s model, and also a circle behind it. But of course that’s not automatic. Without any shader, the inventory would now look like so:

ld37_shd_cabl_0

Not very fanciful, nor stylised. And potentially difficult to see, depending on the background! And of course this game’s UI has a dark overlay, so we want that white border around the model to make it stand out nicely no matter what’s below!

Border shaders can be tricky or not depending on the circumstances. In our case we’ve got a mostly transparent image with some non-transparent pixels in the middle; namely, those that make up the model. This makes it simple: we look for pixels that are transparent but have an adjacent non-transparent pixel at a particular distance from it (which will determine the thickness of the border), in which case we make those pixels as opaque as we wish and then assign the border colour to them! (◕‿◕✿)

Remember that we get the colour of the pixel/fragment at any given position in the texture by sampling a UV coördinate. To get the currently processed pixel, we just use the unmodified x and y that we got from the vertex shader:

fixed4 col = tex2D(_MainTex, i.uv);

To for the alpha value of any pixel around this one, we need to offset the UV coördinate by as much as it takes to move on to the next pixel. We’ll start simple, by only sampling the nearest pixels above, below, to the left and to the right of the current pixel. This gives us a less smooth border, but is easier to keep track of.

UV’s are normalised between 0.0 and 1.0, so to get the size of a pixel at this scale, we will need to divide 1.0 by the width and height of the texture’s resolution (in pixels). If we want our border to be thicker than one pixel, we can multiply the result by some value.

fixed2 one = fixed2(1.0 / width, 1.0 / height) * thickness;

Now we can get the alpha values around the current pixel by sampling the surrounding UV’s and only storing the alpha value and ignoring the RGB components.

fixed left = tex2D(_MainTex, i.uv - fixed2(one, 0.0)).a;
fixed right = tex2D(_MainTex, i.uv + fixed2(one, 0.0)).a;
fixed up = tex2D(_MainTex, i.uv - fixed2(0.0, one)).a;
fixed down = tex2D(_MainTex, i.uv + fixed2(0.0, one)).a;

The case may well be that up actually means positive values rather than negative depending on your coördinate system, but it makes absolutely no difference to the end result of this effect, so we need not worry about it. ᕕ( ᐛ )ᕗ

Now we can accumulate alpha values by adding all of these together, then clamping the result to 1.0 and do some more maths to finish up, which will be explained below the complete line of code.

fixed border = min(1.0, left + right + up + down) - col.a;
col.rgba += border * transparency;

Finally we subtract the alpha value of the original pixel that we are currently processing.

  • If all surrounding pixels as well as the original pixel are transparent, the end result will also be transparent, and we’ll either get no border at all, or a semi-transparent border pixel, which will give a nice and smooth result so long as the original model was also rendered with anti-aliasing.
  • If the original pixel was not transparent, the border value will be reduced (all the way to 0.0 if the original pixel was completely opaque; otherwise a semi-transparent value) and the original colour will overtake the border, since there will be nothing to add when we finally add the border value to all of the channels (RGBA) of the final colour.

We can also multiply the value we add by some factor below 1.0 to only apply a semi-transparent border. Et voilà!

ld37_shd_cabl_1

This border actually also samples pixels diagonally from the original pixel to make it even smoother. Note that this doubles the number of texture lookups, which can be slow, so choose carefully whether to add this extra overhead depending on the needs of your own application.

As you can see we still haven’t added that circle, but this post is getting lengthy, and you can get an idea of how to render a circle all in shader from the previous post. It’s one of the easiest things one can do, actually! Or you could just add a circle image to your UI below the UI image with the render texture if you’re not feeling up to it!

 

That’s it for this part! In the next one (and I won’t be posting it right away as I don’t want to be spammy), we’ll be talking about some UV scrolling shaders (one of which is a spoiler) before we move on to the second effect in the game that required extra cameras and render textures, which will be a SPOILER, so play the game first! c:

Remain at the edge of your seat! ☆

#BUTERATOS GO!!!

Posted by
Saturday, December 17th, 2016 3:19 am

#BUTERATOS in da house!!!

Posted by
Friday, December 16th, 2016 2:02 pm

#BUTERATOS overNIGHT!!!)

Posted by
Friday, December 16th, 2016 3:00 am

Guys, let’s play #BUTERATOS )!

Posted by
Thursday, December 15th, 2016 11:07 am

GOOOOOOO!!!  Pleeeeeease, rate and comment!)))

124404-shot1-1481589300.jpg-eq-900-500

Hi guys!!

My game “Fat Hero Adventures” (I began to develop it in the past #LD35) is already available on GooglePlay and AppStore.

ANDROID VERSION: https://play.google.com/store/apps/details?id=com.HisteriaGameDev.FatHeroAdventures

IOS VERSIONhttps://itunes.apple.com/us/app/fat-hero-adventures/id1184880424

Fat Hero Adventures
I hope you like it!! :)

Regards,
S.

#BUTERATOS MUAHAHA!!!

Posted by
Thursday, December 15th, 2016 6:29 am

Nice Heals M8!

Posted by
Wednesday, December 14th, 2016 3:46 pm

Social

Introducing “Looking For Heals” (an MMO Raid Sim). Have fun trying to heal a band of incompetent dwarven warriors as a lone priest, destined for a party wipe!

_SpellMap

 

#BUTERATOS in da club!)

Posted by
Wednesday, December 14th, 2016 2:09 pm

Neon No Nakama Post Mortem

Posted by
Wednesday, December 14th, 2016 11:31 am

I’m having a great time going through everyone’s games, and I appreciate all the great feedback. This is only my second time participating in Ludum Dare, but it’s mind-blowing to see the amount of creativity from all over the world.

95862-shot0-1481489048.png-eq-900-500

As far as my own process, I had no idea what I was doing until I sat down and wrote the music on Saturday afternoon. I knew I wanted some sort of multi-track adaptive audio. Perhaps it was going to be a FPS where the player activated statues or an RPG where you interacted with other characters, slowly building up the audio tracks.

In the end, though, my inexperience in creating graphics led me to strip the visual idea down to its bare bones, and just use lights. After that, the rest of the game evolved as one accident after another.

“Oh, those other balls can hit you… That’s kind of interesting I guess.”

Anyway, thanks to all who played (and are still playing).

Here’s a link to Soundcloud where you can download the music.

(I’d embed the SoundCloud player here, but it doesn’t seem to work. Any hints?)

Who’s want to fight – #BUTERATOS !

Posted by
Wednesday, December 14th, 2016 7:07 am

View post on imgur.com

I did it! Finished my first Ludum dare! Didn’t get around to posting about it till now cause I needed some well deserved post-jam sleep XD. I tried my best to take an interesting spin on the escape the room genre and keep it interesting with procedural generation (which I’ve only had minor experience in prior to this jam). Would love some feedback/opinions over here on the GAME PAGE! The game and its source are available and playable on Linux, mac, windows and can be found on itch.io as well as  Game Jolt!

Congratulations to everyone for participating in the jam and I hope you enjoyed it as much as  I did! For more of a postmortem on my game be sure to check out the GAME PAGE!

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