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SypherZent

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A member registered Feb 19, 2018 · View creator page →

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(5 edits)

Thanks for the quick response, Stella!

Edit: Can ignore what I wrote below. I got it working! Setting back light to 0's, back light direction to 0.5,0.5, and feeding key light a dynamic position did the trick. Now I have a 'night' version with dynamic light sources that I can place where needed.

Thanks for this awesome system! Already tested on a fixed with 3 independent objects and also programmed dynamic shadows to follow my mouse cursor as the light source for testing. Everything is working perfectly. ^^

I have been coding shadows myself dynamically, since those are easy, I can tie them to the object itself and change them relative to the light source. I actually don't need to go that far for what I am doing, though.

However, shader and rendering is something that lies outside of the displayable and I am still not quite certain how to 'apply transforms to an entire layer' the way you described using this system. I work with Alpha Masks and transforms just fine, but I don't understand how to apply the shader.

Let's say the shader I want is a radial light gradient for a torch that is 500x500 px radius (I have a PNG with this design on it). I want it centered on the torch which is located at, let's say an align of 0.5,0.5 (center of the screen for simplicity).

How can I feed the position and size of the shader to the transform relative to the screen? Do I define that in the transform itself, or do I need to use the system to register a new shader?

(Actually, a TL;DR simple case application might just be: How can I use this to make a radial light source follow my mouse cursor? If I can accomplish that, I think I can do the rest myself.)

Hi Stella, can this kit be used with Ren'Py Screen Language?

To be precise, say I have a function iterating over a list of objects to display in a screen (objects in layering order such as floor, walls, tables, chairs, etc. in Pixel art style to display a room). How can I create a light source (radial, gradient shader) that affects each individual object with respect to the size/position of the light source?

Can MVNRSP1 achieve that?
If so, could you provide an example?

Oh, trust me I understand the reasoning behind simplifying the animations. Even if 1000 devs make games and don't profit, they'll still have purchased products from artists. Ultimately, mass production of simpler goods is more profitable for you in the long run.

I simply wanted to express that your higher quality packs are a boon. Having seen every single pixel character art available on this website, as well as a few other sites like OpenGameArt, IMO your older packs are some of the best quality out there. ^^

(2 edits)

Without up/down direction, these are basically the same as the Loreon pack, except the Loreon has much more detailed animations.

In reality, we can just use your Loreon pack for the same perspective used in Stoneshard or The Unliving, too.

As a consumer, I would personally prefer to see more packs with high quality animations in the same perspective as the Loreon pack instead of this 'top' perspective that doesn't meet the same quality standard (very few animations, even if it's just left/right and bear in mind if we just FLIP to other side, the weapon changes to the wrong hand). Just feedback from a client who is going to buy most of your higher quality packs later this month for an upcoming production (but unfortunately not this pack which doesn't meet the quality requirements for the production).

Thank you!

Can you make a bundle with Dark, Holy, Ice, Smoke?

(1 edit)

The game will be released in partial distributions as we develop it. The first partial release is scheduled for sometime in March.

Patrons will be able to play the Closed Beta before the releases go public.

The text of the game is from MC's perspective. I think the MC is very confused about being back in Senior Year. I'd take the MC's conclusions of his surroundings at the time of the demo with a grain of salt, lol.

Who said they are really your mother and sister?

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It is still in development. Patrons will get to play it before it becomes public.

We'll be releasing in portions, so there will be a free distribution for everyone to play in a couple of months while the Patrons get Beta access.

Ahh, when the credits roll, that is the end of the demo. Sorry for the confusion!

Thanks for making this accessible (English)! I often recommend it to others. Have not finished it, but it has been quite a fun experience thus far. :)