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BurningIvy
— RPG Platformer Additive Effects Test
Published:
2014-08-26 21:22:33 +0000 UTC
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Description
Just testing additive effects and a few gpu shaders. Animation uses scale, rot, pos, and color(ARGB) tweening combined with multiple animation frames. Some shaders are specific to particular area-types(like this) and alternative shaders are used in more complicated maps with similar but partially compromised effects - the player will not notice inconsistency so is ok. Apparent bloom was actually just done with a few logical sprite tricks instead of using yet another shader. Other bloom and ray effects are use for other layers of parallax. Already I'm running into video ram problems and have started designing a automatic spritemap organizer(atlas type) to use in conjunction with other compression.
Just a sample of the kinds of environments you may see. Preferably other environments in the game will be kept more imaginative and other-worldly.
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