I like the "oil painting" shading in principle, but it has imho bad interplay with the low-rez non-AA’d edges, making everything wobble a whole damn lot. To my taste it should be more static, like real oil painting.
fix everything
Ye I found … objects … ? But couldn’t do anything? I tried pressing many keys, F gave me my mouse pointer and froze the game, that was all I figured.
Anyhow, I think games like this are cool. Keep it up!
I like the “oil painting” shading in principle, but it has imho bad interplay with the low-rez non-AA’d edges, making everything wobble a whole damn lot.
How so? The hard edges themselves don’t wobble, or are you talking about the animated textures like the sky in the desert area?
To my taste it should be more static, like real oil painting.
There’s actually an inbetween step where the game is rendered in low resolution and then upscaled with a smoothing algorithm, I wonder if it might be more appealing without that and being high resolution. The problem having it static would be that the distortion stopping when you’re not moving the camera would be very noticeable and jarring. This type of wobbling (which is entirely screenspace) is still relatively temporally stable compared to doing some kind of screenspace stroke-based rendering, I could make it take into account depth like Memories Retold, but it’s a ton of work for something that’s a totally different aesthetic than what I was really going for. I’ll definitely have a think about it, though.
couldn’t do anything
Sorry about that, they’re totally broken right now. They’re in the middle of being moved from a hacky solution to a properly functioning inventory.
No, they do wobble quite a bit. What I mean is, it is very obvious that before the shader is applied, the edges look like this:
I.e. they are very jagged. Then the oil shader pronounces this artifact and makes all diagonals look like explicit staircases. But because these aliasing artifacts are by no means stable, the "painted staircases" wobble around. Especially while you are moving. It looks like fish flapping.
Comments
https://www.twitch.tv/videos/2345814520
Hmm, Mongol but with more colours?
I like the "oil painting" shading in principle, but it has imho bad interplay with the low-rez non-AA’d edges, making everything wobble a whole damn lot. To my taste it should be more static, like real oil painting.
Ye I found … objects … ? But couldn’t do anything? I tried pressing many keys, F gave me my mouse pointer and froze the game, that was all I figured.
Anyhow, I think games like this are cool. Keep it up!
Thanks for clipping it! Can be hard to find it in a big long stream vod.
This? https://bydarkcrusader.itch.io/mongol
I don’t think I’d seen it before, looks cool.
How so? The hard edges themselves don’t wobble, or are you talking about the animated textures like the sky in the desert area?
There’s actually an inbetween step where the game is rendered in low resolution and then upscaled with a smoothing algorithm, I wonder if it might be more appealing without that and being high resolution. The problem having it static would be that the distortion stopping when you’re not moving the camera would be very noticeable and jarring. This type of wobbling (which is entirely screenspace) is still relatively temporally stable compared to doing some kind of screenspace stroke-based rendering, I could make it take into account depth like Memories Retold, but it’s a ton of work for something that’s a totally different aesthetic than what I was really going for. I’ll definitely have a think about it, though.
Sorry about that, they’re totally broken right now. They’re in the middle of being moved from a hacky solution to a properly functioning inventory.
Thanks for checking it out!
Ye more specifically the later iterations in 3D: https://bydarkcrusader.itch.io/mongol-corpses-of-the-divine-browser
No, they do wobble quite a bit. What I mean is, it is very obvious that before the shader is applied, the edges look like this:
I.e. they are very jagged. Then the oil shader pronounces this artifact and makes all diagonals look like explicit staircases. But because these aliasing artifacts are by no means stable, the "painted staircases" wobble around. Especially while you are moving. It looks like fish flapping.
Video https://files.catbox.moe/x2kn2y.mp4
to do: