Lemme know your bright ideas, so I may steal implement them
MNKY
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Thanks!
The shadows are done using an orthographic camera that views the level from a top-down perspective and it follows the ship as it moves through the level. The camera is inside a viewport so that I'm able to access what the camera sees as a texture. The viewport is setup to have a transparent background, and things like the ground in my levels are on a different visibility layer so that they're not rendered by this camera, only the main objects such as the ship, enemies, scenery etc are. I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect. Any part of the viewport texture with a transparency < 0.5 is discarded, and anything greater is where I draw the checkerboard texture, which is just a repeating 8 x 8 texture and it's drawn using screen space UVs.
Hope that helps, let me know if you're unsure of anything :)
Thank you! Yep, managing the scope of the game is super important (still not sure if I've bitten off more than I can chew, but I guess we'll find out) and I think having at least one other person to work with must be super helpful too. Unfortunately I don't have that luxury at the moment, although that's mostly down to me wanting to do everything myself (bar the music, which is still out of my skill range currently, but one day...), but maybe that'll change if I find the right person to work with.
Thanks man, you're absolutely right with everything you said! Sometimes it's hard to look past a finished product and realize the amount of time and effort it took to get it to that state. I'll keep working away at what I've got and hopefully it'll work out. I've gotten this far by doing that!
Also, great work on Fight 'N Rage! I bought it a while back on Steam and it's very impressive and professional. Feels just like a real arcade game :)
haha, not at all! It was a good reminder that I hadn't actually used the dev blog since opening it.. :)
I do enjoy the concept of game jams, but it usually takes me too long to think of something and I end up getting frustrated with myself!
I definitely think releasing some kind of public test/demo will help me, at least then I'll be able to get a general idea of what I'm doing right/wrong




