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Ivan Garcia Filho

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A member registered Jul 01, 2016 · View creator page →

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(1 edit)

weird .. they changed the default setting of the emission to BLACK??? it should be white by default !!!

Hey! H!

  • Firstly, sorry for the huge delay  of   3 days to answer  you!
  • Secondly,  it's  supposed to work  only on PCs, mobiles  follow some strict guidelines for  particle systems, no matter if  it's  the VFX Graph or  Particle System,  It can't handle that  much  particles nor the transparency  overdraw!

oh, if that's one of those being used by the voxels, you may simply switch to urp > particle > unlit

since the default particle of the URP doesn't support "HDR" values like the built-in, it's just a  matter of creating a shader that multiplies the vertex color by any float which above 2 will  triggr the bloom post effect!

Sorry for the huge delay on answering your post and that's something I'm already trying to create on Unreal, however, their Niagara nor cascade particle  systems do not allow you  to "save" the procedural mesh  generated, thus, it's hard to optimize such structure to run on runtime!

Nope! Not yet!
And I'm not sure of the exact time I will port It to URP and HDRP.

Not exactly the same because the baked textures should not contain (IMHO) any bloom nor chromatic aberration, otherwise, on games already using some sort of "post effects", the textures would have their bloom "doubled" and probably hard to fix all  theses textures if they are already using some sort of glow / blur!


Of course they have the smalllest feather effect as possible just to avoid noticeable jagged edges and look like "energy" ... if I had  enough time,  wish I  could release  this asset with a  raw output without any post effect and another  output with everything "baked" into the sprite  ...

(4 edits)

Simultaneously about 9, the hiccup occurs based on processor level.

Unfortunately it's not so easy to make these circuits follow a specific path, depending on the aspect of your case, the circuits should be baked into flipbooks for performance nor generate some sort of seamless/tileable circuit texture  add the texture to a Trail renderer following the path, and add a noise shader capable of scrolling through the texture/UV revealing the circuits as the noise scrolls through the mesh of the trail gradually over the time...


Sorry for not fulfilling your needs, and thanks for asking before purchasing! 

  • SRP only (Standard pipeline), it's not compatible with  URP/HDRP (not yet, updates coming soon);
  • Shaders being converted  to Shaderforge and shadergraph  for compatibility  with more shader  editors and different  pipelines within unity;
  • You could mostly fill a small room with them, however, would be too expensive since it's using purely the Unity's Particle system (even with Vfx graph you would mostly toast the GPU);
  • You can't put rigidbodies on the since they are particles and they are not interactive at all;
  • Thanks for asking before purchasing and sorry for not achieving your expectations;
(1 edit)

I've  uploaded a new Unity package upgraded to Unity 2019.3.8 with no console erros, would you mind if i ask you to try the new  package?

(2 edits)

Thanks for pointing this issue!
I will import this package into Unity 2019.3.7 to figure out what's happening ...

The message look a bit nonsense and I think that should  be related to the Sprite Atlas I've created ... I might remove it and use only the geometries for small rings on the tip of trails!

Is your effects working even with this console message?

Amazing and relaxing music loop...

There's a lack of ambience, like people talking on the background, slot machines on the background, laughs, cards being shuffled, glasses being filled with some sort of drink and clinking, dices shaking and rolling over wooden tables with just a bit of reverberance enhancing the sensation of a wide cassino ...

Thanks, really glad to know that you apreciated  that!

Awesome!!! I hove all sorts of futurism, cyberpunk, dieselpunk, retrofuturism...

I did some of those "line like" Vfx for Pixel Ripped VR and other cyberpunk projects within ARVORE ...

Technobabylon is fucking awesome!!!!  Also played Gemini Rue, Red strings club, Under Rail, Steam Marines, Bionic Dues, Depth Of Extinction, Satellite Reign, Invisible Inc, Transistor, All Shadowrun series, All Fallout series, Remember me, Observer and ansious to Play "The Last Night" and  "Cyberpunk 2077"!

Sorry, there's a new version comming up on the next few days to deal with that bug.

We forgot to put the  code on the terminal that would turn off the holografic walls and bring the next platform with a brand new maze with new mechanics.

Thanks for taking your time and evaluating our game!!!

Thanks for taking your time to evaluate our game! we hadn't enough time to deal with the scenario and  most of the art.
We already built an infinite  wave of proceduraly generated enemies capable of tossing some shurikens towards you, but we will wait until the end of the voting to upload a new version.

Thanks for evaluating our  prototype ! we already made some changes, however, the submission is closed for voting.

We invested most of our time jutst trying to deal with the damn joints and we had to  stabilize them by almost increasing Unity's physics default precision  by 3 or almost 4 times...

Thansk for the oportunity of evaluating  our game , we hand't enugh time to deal with the HTML build issues  before the  submission  time expires.

We 're trying to evolve the experience now that we 've fixed everything around the shaders and layermasks!

Thanks, hadn't enough time to manage the bugs.. The idea is that you have a few minutes to leave the forest before the game restart, i'm adding more content and narrative over the following days 

Thanks Kenney, forgot to put the zip file!