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Lenda0210

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A member registered May 16, 2020 · View creator page →

Creator of

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Thanks!

Oh boy, this is going to be big!! Awesome work!

Nice pack! It seems great for procedural generation and can also be expanded!
I'll be using this for now to make a demo scene for an open source tile-based lighting tool for unity engine.

Hi! Awesome package! Do you know where I can find the artist who created this? Thanks!

Hi! Awesome package! Do you know where I can find the artist who created this? Thanks!

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Take the shellcore command game for example. Every ship start with a very small body/core that you can build from:

Core

You can then use modules such as hull, wings, weapons, engines to connect and to make the shape of the ship. More modules mean a bigger ship:

Small ship

Medium ship

Big ship
Example of different shapes/sizes


Different shapes, same size

I know that the modules in this game and this pack have different scales, but this is just to show that you can create various shapes and ship sizes with just enough modules, no matter the size. In my opinion the secret is the HULL modules. They make the main structure of the ship and connect the body to other modules.

That's what I'm thinking and I hope it's clear!

Also, I really loved the pack, so I'll be doing a game where players can design their own ships from body using other modules. Each module will have it's own property and stats. The engine for example will allow fwd/bwd or strafe movements, depending on the location of the engine. Wings will speed up rotation but also increase the overall mass and so on.

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Hi! Are you planning to add smaller/bigger modules to be able to design ships of any size, like a fighter or a battleship for example? I think a new "HULL" module type could help in building more unique ship shapes from body. Looking forward to the project. The art really stand out!

Thank you for the info! I'll credit you if I'm allowed!

Hi Deep-Fold! 

I'm using your algorithm to create an animation of each layer of the background. The result is pretty good, I'm also looking a way to mix layers with different speeds. But I have a question for you: Can I have my own MIT license for my code? The code is completely different (ported to unity and modified), even though the algorithm is almost the same. Generally I don't care much about this, but in the project I'm working on I have to own every piece of code. Awesome generator btw. Thanks in advance!

Would be awesome to see some shining comets with animation like the stars and black holes! I'm using this generator and the possibilities are beyond expectations! Thank you and great work!

I think he can do that under MIT license, unfortunately.

I think you need to enable 8k+  file size in import settings. Default is 2k.

I think this is the best shader out there for generating pixel art planets. Visuals are amazing!

I have one question... It is possible to convert this shader to hlsl language so i can use it in my unity project? If it's possible, then I'm allowed to use? How can i credit you?

Thank you so much for sharing this shader, I really appreciate it!

Thank you for playing! Small enemies had to have 1/3 of their current health, but there was a problem with the build. Anyway, thanks for the tips, really appreciate!

Thank you!

I'm glad you liked it!

Thank you for playing!

Thanks!

https://itch.io/jam/scorejam10/rate/800837