Nathaniel3W
Rockwell Studios
I have a sudden urge to go listen to that song from the Disney Hercules cartoon... the one where the muses are singing that song to the girl.
you should use a spinning wireframe man to indicate player health, that would be coolSpoon (tm).
That idea is... interesting. I'll have to think about it a bit at a later date.you should use a spinning wireframe man to indicate player health, that would be coolSpoon (tm).
Combat icons do look quite pretty in colour. Do you have lot of them of similar quality?Anyway, just looking for feedback. I don't know if I would switch to the color version, unless a lot of people thought that the game might be better that way.
Combat icons do look quite pretty in colour. Do you have lot of them of similar quality?
"goblin basher's turn"
Should have these announcements only for player characters. As their purpose is to be prompts for player to give commands. Now it's just some extra noise in the message log.
"press enter/return to..."
drop one or the other.
Anyway, just looking for feedback. I don't know if I would switch to the color version, unless a lot of people thought that the game might be better that way.
Yeah, creating two copies of each asset would be quite a hassle, but that's not what I meant. You could create a simple image effect shader that turns the screen to grayscale and then tints it with a desired colour.
Thanks.zwanzigs game looks and sounds great, but i havent seen anything that actually makes it look fun. tho i suppose some people could find the atmosphere fun in and of itself
Okay ProphetSword, here you go. I'm posting it here in case anyone else wants it:
https://mega.nz/#!tCxBgSjb!RSvMMBvuVK-CGDz4h-8yLXfBc6U2DdnXny7gmNEORhw
The package contains a shader, a material and an example scene. If you want to use it in your game, just import the package into your project and put GrayscaleTintImageEffect.cs script on your main camera. Then, drag and drop the the GrayscaleTint.mat material to the Post Process Mat field on the script. The material has a Tint property where you can specify the color you want. Make sure the script is enabled on the camera, hit play and enjoy . In case you want to change the tint at runtime, the image effect contains a public method called SetTint. The shader itself was created in Amplify Shader Editor, but it was simple enough that the auto-generated code is quite readable.
I won't be able to use it because the UI elements of the game don't utilize the Main Camera, so the only part affected was the 3D movement screen, and it became a solid color (couldn't see beyond it) when activated.