Latest Pixel Activity
Hello,
World of Anork version 1.4 is out:
https://anork.neocities.org/
Ah sorry I should have been a bit more specific, the sprites will be 32x32 not the game.
Project Name: Yami
Program/Language: [Unity using C#, version 2020.1.2F1, GitLab use for version control.]
Roles Required: [Programmer, Social Media Manager]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and reading others code. …
Project Name: Yami
Program/Language: [Unity using C#, version 2020.1.2F1, GitLab use for version control.]
Roles Required: [Programmer and More Pm for details]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and reading others code…
Ok I made it.
My own rendering architecture confused me.
I had to make some adjustments to accommodate offscreen rendering.
What you have to do:
- all rendering is made offscreen, exactly the same way you did before (same bindings etc.) with the only difference being that now you use a render target that…
DOWNLOAD: https://nyghter.neocities.org/download.html
Thaumaturge said:
But I do ask: how accurate does this have to be? Why not just implement it in the vertex shader, as you already have in mind, and have done with it?
That's what I'll do.
Thanks for the support.
Project Name: Yami
Program/Language: [Unity using C#, version 2020.1.2F1, GitLab use for version control.]
Roles Required: [Pixel Artist, UI Pixel artist, Animator]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and reading others…
Thanks everyone, I've got a working system now. Easier than I thought it would be!
I'm using the normal maps on flat planes to create ‘fake’ bump information for lighting. I'm creating depth maps and then converting those to normal maps inside of UE.
Project Name: Yami
Program/Language: [Unity using C#, version 2020.1.2F1, GitLab use for version control.]
Roles Required: [Pixel Artist, UI Pixel artist, Animator]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and…
A quick walkthrough of the first episode.
I can't believe it's been two months already since the year started. Time moves extremely quickly these days. Anyway, we have some solid progress to show, and some important announcements to make this month, so strap in!
Overall progressLast month was a big update with a lot of new content, particul…
I like the game! It looks really interesting. What language did you write it in and what library did you use?
Project Name: Yami
Program/Language: [Unity using C#, version 2019.2.0F1, GitLab use for version control.]
Roles Required: [Pixel Artist, UI Pixel artist, Animator]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and reading others…
It's a little strange that he uses HLSL to calculate projected size and not C++.
You can't pick and choose different lod in hlsl, you can only deal with individuals vertx or pixels.
But I suppose he used hlsl code for demonstration.
Anyway.
Project Name: Yami
Program/Language: [Unity using C#, version 2020.1.2F1, GitLab use for version control.]
Roles Required: [Pixel Artist/Animator, Level Designer]
Pixel Artist/Animator
For this position we are looking for someone who knows how work with Pixel Art work such as 32x32 tile set…
Project Name: Yami
Program/Language: [Unity using C#, version 2019.2.0F1, GitLab use for version control.]
Roles Required: [Pixel Artist, Programmer]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and reading others code. Knowledg…
Project Name: Yami
Program/Language: Unity using C#, version 2019.2.0F1, GitLab use for version control.
Roles Required [Pixel Artist, Programmer]
Unity Programmer
This position requires knowledge of git and or Sourcetree as well as some experience working on a team and reading others code. Knowledge o…
I am not a Godot user, and have no idea what wrapf() does, but you want a horizontal world where the far left end is connected to the far right end so you can move around in circles, right?
I would probably make not 1 world, but 2 ½ worlds (or 3 ⅓ worlds, etc). For simplicity assume one such world p…
I can do both pixel art and music! I would love to team up. I'm also doing a degree in CS.
I'll message you on discord my handle is AmeliaGryffon
Devlog #11- Real Gameplay is Here!!
[December] 17th, 2019
Connect with us on Social Media:
- Facebook: www.facebook.com/TumultuousProductions
- Twitter: https://twitter.com/TumultuousGame
- Join our Discord Server: Join the Yami Discord
- Want to Join the Project? Fill out our google forms Online Application&nbs…
Devlog #9- The Root of all Evil
December 3rd, 2019
Connect with us on Social Media:
- Facebook: www.facebook.com/TumultuousProductions
- Twitter: https://twitter.com/TumultuousGame
- Join our Discord Server: Join the Yami Discord
- Want to Join the Project? Fill out our google forms Online Application
- For m…
Devlog #8- Enemies Below and Above
September 16th, 2019
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Want to Joi…
Hey everyone! Fox here, and I'm delivering some more art!
Here's some emotion busts for Plague, one of our main protagonists.
Hey everyone! Fox here, updating you on Whiteleaf. This will be the last for this map, since we've completed the different times of day/night that were necessary. This one was pretty heavy in terms of individual and complex shadows, but it's finally finished!
We also made a Twitter exclusive…
Devlog #7- Of Switches and Sparks
November 12th, 2019
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Want to Join …
Hey guys! Putting up another map of Whiteleaf, but this time it's noon-afternoon shadows.
We also got multi-layered fog working!
When you walk up a tier, the fog gets thicker, and multi…
Devlog #6 - New Characters and Playing Music
November 5th, 2019
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Wan…
Hey everyone! Fox here, and I'm putting up a short video showing our battle system, and some of its aesthetics! (Mimic monster isn't ours, and will be replaced)
Heratis_Battle.mp4
Hey everyone!
I've just about finished the shadows for the map of Whiteleaf, a town on Darkfall Island.
This is evening time, without any tinting or anything.
Had to make the choice to make the …
Devlog #5- The Non-playables
October 29th, 2019
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Want to Join th…
Devlog #4- Saving Space
October 22nd, 2019
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Want to Join the Project…
Devlog #3- Monsters and Mythos!
October 15th, 2019
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Want to Join the…
Devlog #2- Getting the Ball Rolling!
Connect with us on Social Media:
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Facebook: www.facebook.com/TumultuousProductions
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Twitter: https://twitter.com/TumultuousGame
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Join our Discord Server: Join the Yami Discord
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Want to Join the Project? Fill…
Unknown Castle has been released on Steam!
Buy or wishlist it:
Thought to share that I just launched the Adventure Update for Twelf Kingdoms!
ABOUT THE UPDATE:The update includes:
- Story branching and shortcut (to skip the first part of the game, located under Saved Games)
- Karma System
- Menu/FX improvements
This update was …
Thought to share my Devlog here as well, in case someone was interested:
Semi-major update:
Been working on mostly behind the scenes (for the update), but also managed to spill out the typewriter effect you see in the video (needs more polishing tho'), alongsi…
Making the weapon itself
First thing we need to do will be making the weapon that will actually be launching those missiles, right? It’s a plain and simple contraption made of two FSM’s i called FiringSystem and FiringTimer. Firing system will handle the missile creation, and FiringTimer will take …
Hey everyone!
I haven't posted anything in a while (sorry about that) so I just want to let you know that "Reap" is going to be released tomorrow (6/16/2019).
Reap is a 2D puzzle platformer in which you throw spells to slow things down. It will feature 24 levels that award thoughtful pla…
FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portabi…
FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Go…