Kris Asick
@pixelmusement
Proprietor of Pixelmusement, creator of PixelShips, and host of the web shows: Ancient DOS Games and No-Nostalgia Retro Gaming. (He/Him) Website: YouTube:
This is where I'm at with the on-screen keyboard in Project AB so far. Nothing works yet, this is just most of the elements arranged, positioned, and staged so I can make them function. I still need to set up key/button icons for the bottom labels and space them appropriately, among other things. :P
I still use this little VisualBASIC program I wrote 22 years ago! :D
For reference, here's what the effect originally looked like... I didn't look back at this until now and comparing to what I just accomplished all that's different is how deep the perspective effect is and the tileset itself. (I just grabbed tiles from very early in the original design.)
Oooh... Anyone remember way back when I was trying to make my "Ivxscape" game idea and the tile mapping was done in such a way to produce a sort of additive-blended perspective effect? I just figured out how to easily reproduce it in Godot Engine! :D
Actually, no, THIS NPC is probably the most obscure of them all, just by nature of what it takes to even be ALLOWED to find them! :o
One thing I never did in Undertale until now, despite knowing the game did this, is go back and talk to the NPCs representing the monsters you show mercy to, as they don't actually show up until after clearing the boss for an area. This one's particularly easy to miss. :B
EVERY. SINGLE. TIME. I start a new run of Undertale, I discover something I never knew about! This time: How to win FIFTY gold from the snowball game! :O
Whoops! Looks like someone translated that one correctly. Here, I've fixed it for you. ;)
So... how many people have noticed that the ADG-se logo uses the standard 16-colour EGA palette? ;) Dithering goes a long way when done right!
"Hail to the keys, baby!" ;D (Yes, I intentionally set this up to look like a gun; that's kinda Duke Nukem's thing...) (Also yes, I digitally altered the keys in both photos to remove their teeth.)
Ah damnit, the fob for my keys which I've had since the 90s broke. :( ...WAITAMINUTE... I have a solution to this! Just hold on a moment...
For awhile back in the mid-2010s I was considering making a bunch of games which ran at 160x120 resolution internally. ;)
To be frank, I expect the eventual release of Windows 12 to be more like this... :P
My thumb also goes WAY back; No one else in my family is like this. I have a sneaking suspicion this was caused by my many days of NES and Genesis gaming as a kid. :B
Just as an example: Moraff's Dungeons of The Unforgiven supports a wide range of video modes and if you select a Super VGA mode you have to ALSO select a compatible chipset because NONE of them work the same! D:
Took me a few attempts but finally got another board into a state it would crash from! This time though, the screen just went black following. :P
I had to learn more about Blender's rendering algorithms and material handling than I ever cared to, but in the end, I have made my OWN mid-day, HDR, cloudscape environment map! :)
Getting there... Probably want to do a few more minor tweaks to get these clouds looking their best, then will do a final render, properly cap the HDR values manually, and see where it all ends up! :B
Slowly figuring out the whole clouds thing. Blender allows for volumetrics which means being able to generate three-dimensional noise which produces cloud-like effects, though I need to get a little creative to really make it feel like proper clouds. Also, still have to work on the colours. :P
Guess I'm gonna have to make this myself, hunh? :P After about 45 minutes of work I've got this so far. Still a long way to go but getting this far at all is promising that I MIGHT be able to do this myself using some noise textures and clever shader tricks in the Godot Engine. :B
Just take a screenshot of the code and say, "Do you REALLY want me to explain this??" Like this! *ahem* ... "This is the node network for my shader which makes any object look like it has a galaxy inside it. Do you REALLY want me to explain this??"
Portals are coming along. Next step is to integrate it into the existing editing system so I can move it and such, as well as make it possible to change the portal colour to whatever you want. There's also particles and the glow effect pulses in and out. :B
Still working on the model for the portals in Project AB... I think I like this approach better, having the spires twist in place while connecting to a smaller ring up top. Also, each spire twists the exact same amount; It's an optical illusion that the leftmost twists more than the rightmost. ;)
While I wait for 8:00 PM EDT to make the next ADG public I've been conceptualizing what the portals in Project AB will look like which link the various worlds together... Not completely liking the shape but not quite sure how to make it better...? The cylinder is a stand-in for a 6-foot-tall person.
In this example, I have a checkerboard normal map. The first image shows what I get from the Normal Map node itself, but this output looks wrong in Godot Engine. The second image shows what I need to do to get it to look correct in Godot Engine. My silly question is: What is the discrepancy here?