@Fortress_Craft The particles look crazy in that game
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Replying to @DaveVoyles
@DaveVoyles They look even better when moving! Particles also light up nearby surfaces, which is nice.1 reply 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft Not even going to ask how you figured that out. I have a hard enough time getting Mercury running in my game1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles It's actually a really neat trick, that works surprisingly well. It doesn't come across in pics, tho, only in video.1 reply 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft So it works just like dynamic lighting, but without a lot of slowdown or overhead?1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles It's really the most very basic form of deferred lighting, but using a neat trick to avoid the creation of normal maps.2 replies 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft I couldn't imagine doing normal maps in a 2d game. It's a project in Max and Maya, so I just use CrazyBump to build...2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Normal Maps and Deferred Lighting in a sprite-based game : http://projectorgames.net/images/UseMoreZombies.jpg … (WARNING, BIG PIC)1 reply 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft That's crazy! Nice zombie hoards. You have so many games going on, that it's tough to follow1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles That game is part way through the port to XNA 4.0 :-( Then we're hoping to get an initial PC release as a twin stick shooter.1 reply 0 retweets 0 likes
@Fortress_Craft Oh it was 3.1 before? Yeah I'd imagine that would be a bit of a project to address all of the new drawing issues
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