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hahashin

6
Posts
A member registered Apr 01, 2019

Recent community posts

haha my head is spinning

I answer you in the reddit thread :)

Great, looking forward to the tones/levels!

Oh, and a promt to save before closing would be cool as well :P

Also exposing parameters would be really important aswell. Also with math functions. Though this shouldn't be too complicated. Usually you just need basic maths to remap a value range or lessen the effect of a slider controlling two different things. It's really useful at times.

(3 edits)

Alright, I just took a sneak peek at it but it looks really great so far. I love the viewport and some features like wireless connections. Iwas always on the lookout for something like this. But there are some important nodes missing IMO which are quite crucial to my SD workflow.

-LEVELS!

-Distance Node

-Shape Splatter/Tile Sampler

-Flood Fill (and all the companion nodes) (You already have some of this in the Beehive pattern)

-Directional Warp+Blur

-Non Uniform Warp+Blur

-Slope Blur

-Histogram Scan

-Histogram Range

-Make it Tile

-More gradient points in the colorize node (maybe I'm stupid)

I think with these implemented this could be a serious replacement for SD (for the most part).

Minor wishes:

More control on the scratches generator (fade only start or both end and start, warping of individual scratches - you know the drill :)

More Noises/Grunge Maps to work with as an artist

UX/UI:

Mousewheel pans for me. It should zoom instead. Panning can be done with spacebar. A great feature would be to ctrl+mousewheelclick to orbit the 3D view in the background.

Wishful thinking:

Every paramter drivable by map input (Substance says no cuz performance)

Anyway, you rock man. This looks super promising and I'll see if I can't make some regular donations of 10-20€/month to this project.


Bugs?:

The decompose/channel split won't connect with the color outputs from the beehive floodfill-like outputs.