Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Nov 30, 2015 1:33:58 GMT -6
That little little teaser already got me excited! By the looks of it, it seems we will get some pre-alpha graphic show and it already looks promising.
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Post by CastleDan on Nov 30, 2015 11:02:05 GMT -6
That little little teaser already got me excited! By the looks of it, it seems we will get some pre-alpha graphic show and it already looks promising. I like the teaser for sure, and it looks like the shader that was being used potentially in the sample video way back...maybe just a sharper version of that. Which makes me even more interested in the OTHER shader, i'm curious how different it is...
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purifyweirdshard
Administrator
Administrator
Calling from Heaven
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Staff Mini-Profile Theme: Example 2
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Post by purifyweirdshard on Nov 30, 2015 12:30:39 GMT -6
I have a feeling the other one will be DARKER. Quite the...shady shader.
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Dan G.
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Post by Dan G. on Nov 30, 2015 22:33:26 GMT -6
Well we should find out soon.
It is...
NEXT WEEK. ( this week)
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Post by ghaleon on Nov 30, 2015 23:13:32 GMT -6
I'm artistically helpless, and while I have some programming experience using Direct3d and whatnot. I never really worked with shaders beyond 'take this shader, turn it on, don't worry about how it works'.
Is it possible or practical to use multiple shaders simultaneously? Like for example one shader for... I forget the term. Directional lighting (often to emulate the sun or something... a light coming from a direction from an infinite distance), and another shader for point lighting (for candles, lamps, etc)... or do shaders not work like that? cuz I really don't know how they work tbh.
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Dan G.
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GUEST
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Post by Dan G. on Dec 1, 2015 0:44:03 GMT -6
Idk how they work either but I'm hoping along with these screenshots there's a description and/or something that tells us what's going on with it.
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cecil-kain
Operation: Akumajo
Global Moderator
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Post by cecil-kain on Dec 1, 2015 20:11:27 GMT -6
Fangamer Steve and Dangamer considering the time and energy that go into developing these shaders, why not let the backers choose the default, and then make the rest available through an options menu or unlockable features?
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Dan G.
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Post by Dan G. on Dec 1, 2015 21:24:07 GMT -6
Fangamer Steve and Dangamer considering the time and energy that go into developing these shaders, why not let the backers choose the default, and then make the rest available through an options menu or unlockable features? Isn't that the plan though? I thought they originally said fans would help decide the visual direction of the game ( shaders) ... I do like the options menu shader idea....although...is that feasible?
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Rixuel
Loyal Familiar
[TI0] Adventurer/Gamer. Only believe what make sense.
Posts: 397
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[TI0] Adventurer/Gamer. Only believe what make sense.
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Post by Rixuel on Dec 1, 2015 22:00:40 GMT -6
Fangamer Steve and Dangamer considering the time and energy that go into developing these shaders, why not let the backers choose the default, and then make the rest available through an options menu or unlockable features? More options means more code programming to do o.o Programming with codes is a pain unless programmers they got are all the top best lol
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Post by Goobsausage on Dec 1, 2015 23:15:38 GMT -6
Somebody get someone who's involved with art design and/or game programming in here to tell us if switching between multiple shader options for the entire game is realistically possible or not.
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Post by ghaleon on Dec 2, 2015 0:38:38 GMT -6
I honestly don't really remember enough to say for certain but I do know that if it's possible, programming it is likely effing easy to the point that worrying about how hard it would be to code would be like worrying about having to code in 'hello world'...
My gut reaction is though that it's very possible and easy, because aren't there 3rd party 'make games look better' software that change the shaders among other things (like sweetfx or whatever), I don't know, I neve rused one, but I just assume they do that among other things?
I would think though that changable shaders in the options would be something that wouldn't be implimented not because of coding difficulty, but because the art-team likely designed things a certain way knowing the shader makes it look like so, and then if it changes, it kinda ruins their placement/decor.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Dec 2, 2015 16:08:36 GMT -6
Anticipation...Rising...
Hype...through the roof...(for a simple update, no less)
*Prepares galvanic wine for everyone*
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Post by ghaleon on Dec 2, 2015 19:29:59 GMT -6
Anticipation...Rising... Hype...through the roof...(for a simple update, no less) *Prepares electrified wine for everyone* You mean Galvanic wine... sounds more sophisticated that way =P
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Dec 2, 2015 21:15:37 GMT -6
Anticipation...Rising... Hype...through the roof...(for a simple update, no less) *Prepares electrified wine for everyone* You mean Galvanic wine... sounds more sophisticated that way =P Edited for sophistication. Thank you, good sir. For that, you get free wine.
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Post by giwagiwa on Dec 2, 2015 21:25:40 GMT -6
Somebody get someone who's involved with art design and/or game programming in here to tell us if switching between multiple shader options for the entire game is realistically possible or not. Yes it's easy to swap out shaders on the fly. It's a technique sometimes used in games, but most of the time you would just put all the logic you need in one shader. But, that means they need to write and maintain multiple shaders, which means extra development costs.
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Dan G
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Post by Dan G on Dec 2, 2015 22:34:08 GMT -6
They should worry more about picking the best one for this game and making it look as good as possible. They shouldn't spread themselves too thin.
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Rixuel
Loyal Familiar
[TI0] Adventurer/Gamer. Only believe what make sense.
Posts: 397
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[TI0] Adventurer/Gamer. Only believe what make sense.
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Post by Rixuel on Dec 3, 2015 2:22:34 GMT -6
now you say it, yeah, I think it's important they pick the best
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Dragon_of_Dojima
[TI1]Rip and Tear
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Post by Dragon_of_Dojima on Dec 3, 2015 9:53:44 GMT -6
I'd love for people to have a stable ground and framework of a house before they talk about paints.
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Dan G.
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Dan G.
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Post by Dan G. on Dec 3, 2015 12:04:32 GMT -6
I'm HOPING it comes today. I have off and I want to bask in the glory of a legitimate update
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Post by Dangamer on Dec 3, 2015 17:52:58 GMT -6
My understanding, at least, is that there won't be multiple shaders available in the final version—they're developing four candidates because they want the backers to have a stake in (and offer feedback about) the final look of the game, but my guess is that the amount of spit and polish they'll want to put into whichever shader proves most popular with the fans and the development team will keep them from doing multiple, swappable shaders. I'll ask them about it just to confirm, though!
The update should go live tomorrow—we just got some brief comments from IGA on the first two shaders, and Lindsay's translating them as we speak. Then we'll send it all to Japan for the final approval and I'll post it.
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