Nicolai

@nicolaigd

I code games sometimes. Working on . Made Retro Highway with .

Denmark
Vrijeme pridruživanja: veljača 2012.

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  1. proslijedio/la je Tweet
    5. velj

    Fun fact: your jet in is canonically 16 meters long. If you convert in-game pixels/frame movement to actual speed, you'll get top speed of around 1240 km/h. Which means you can actually reach Mach 1 and break sound barrier. That's some high-speed gameplay for you.

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  2. proslijedio/la je Tweet
    1. velj

    I've fould a cheaty way to make neat effect of moving shadows that clouds cast onto terrain. Yes it's still Game Maker. No, the whole scene is still technically unlit. Also check out new fast travel UI that made it's TOO GOOD

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  3. proslijedio/la je Tweet

    A punk/post-hardcore track we made for upcoming Perfect for blasting through giant mechanical enemies at ludicrous speeds. Game is made by the very talented and Published by the wonder people at

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  4. proslijedio/la je Tweet
    21. sij

    real time point lights with a continuous indirect lighting solver. this does one indirect bounce per frame , and these converge on the infinite bounce solution (it gets pretty close after 10 bounces or so)

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  5. 19. sij

    I should mention that the idea for this was heavily inspired by 's latest work, and that my attempt doesn't compare at all to the magic they are doing!

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  6. 19. sij

    So, this method is not actually that useful for real-time lighting - but it's cool to watch ¯\_(ツ)_/¯

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  7. 19. sij

    The last step is an added gaussian blur that continuously blurs the permanent light surface to create a smoother effect. Unfortunately, these processes are not easily reversible, so you can't remove a light source once it has been placed.

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  8. 19. sij

    It works by emitting thousands of particles that get reflected off the various surfaces. These particles kind of simulate simplified photons. After each iteration of the light propagation, the particles get drawn to a permanent surface.

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  9. 19. sij

    Today I did a light propagation experiment in . It probably won't be used for anything but it was a super fun challenge.

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  10. proslijedio/la je Tweet
    7. pro 2019.

    Some brand new stuff for today's 🛩️ Really happy with how this sword slash ended up looking and feeling in-game.

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  11. proslijedio/la je Tweet
    5. pro 2019.

    AI Dungeon 2 is done! 🐲 This has been the product of hundreds of hours, but it's been completely worth it. AI Dungeon 2 is a first of it's kind completely AI generated text adventure that allows you to enter any action you can imagine. Play it here:

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  12. proslijedio/la je Tweet
    11. lis 2019.

    Here is a gif showing how the pixel art lighting looks when the light source moves. This is the best one.

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  13. proslijedio/la je Tweet
    14. ruj 2019.

    did such a great job polishing dash module mechanics. Now you can chain multiple successful hits, although you're still limited by engine heat gauge.

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  14. proslijedio/la je Tweet
    29. lip 2019.

    Death catches up to you fast! Luckily there are some things that carry over from one run to the next! | | |

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  15. proslijedio/la je Tweet
    15. lip 2019.

    Something new for this . After sent me first demo for this track, I knew I have to make an opening cutscene for Jet Lancer. Audio on 🔊 BTW you can wishlist the game here if you haven't yet:

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  16. proslijedio/la je Tweet
    8. lip 2019.

    If everything goes well, we should be able to staff our small team & scale our studio by the end of the year. We need incredible animators, realistic pixel artists & 3D artists to join us in London & help ship The Last Night. Interested? 👉 let us know! DM or hello@oddtales.net

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  17. proslijedio/la je Tweet
    5. lip 2019.

    coding special effects: a thread! i wanna talk about some ideas when coding effects and particles for your games, and things that i personally find make them more aesthetically pleasing. i want to specifically focus on randomness, which i think is misused a lot. let’s go!

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  18. 5. lip 2019.

    I felt like making some explosions on a quiet wednesday

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  19. proslijedio/la je Tweet

    3 Comissions done :D

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  20. 5. svi 2019.

    The man himself encouraged me to post this publicly. No reason to follow me though, this is his art not mine ;)

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