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DEV: WebGL version

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Post 301–310 of 336

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# 301

by

Firefly

24 days ago


Updated WebGL 'GPU' version: https://angeldu.st/static/webgl-gpu 1.) Symbionts connected to girders and other geometry no longer move around. Thanks to @Loki The Witful for reporting this. 2.) Fixed incorrect NPC ridden creature colors in the photon imitator user interface. Thanks to @Loki The Witful for reporting this. 3.) Particles like fur, scales and sweat drops no longer have color modulation applied in cinematic mode. Known issues: A.) Sprites have color fringes where different parts meet. Testing is much appreciated! @(GM) SodaMeow: the 2D ants are still there. Can you provide me with more information on your system in a private message? Things like operating system, browser version and the graphics card or chipset you are using. Thanks!


# 302

by

Loki The Witful

24 days ago


EPIC!!! more testing for me! 🤓


# 303

by

Firefly

17 days ago


Updated WebGL 'new' version: https://angeldu.st/static/webgl-new I.) There are now 'graphics' menu options for post-processing, shadow mapping and water detail. The game engine dynamically reconfigures itself based on your settings and you can choose any combination of them. II.) Some flat blocks (like the yellow rope net) no longer have weird colors when next to, or reflecting in, water or ice. I do not expect this version to work at all. Testing (clear cache) is much appreciated and I'm also interested to hear about perceived performance differences between the various graphics settings.


# 304

by

(GM) Witful Loki

17 days ago


HOLLY GUACAMOLE!!! THIS IS BEYOND WORDS TO DESCRIBE!!! 🤯 I get right away testing all modes. 🤓 Lost at sea with a whale 🐳 https://imgur.com/a/LQ6BWYn


# 305

by

ritpop

16 days ago


Its awesome. Great work, now the green bricks is all thats is left to add.


# 306

by

Loki The Witful

16 days ago


Quick notice: A old bug returned, some of the foliage does not blend colours with the block under it anymore: https://imgur.com/a/5FILL2N Just me watching the shadows travel across the water waves: https://imgur.com/a/jQIBBXp Edit: Just noticed that your character can look kinda odd in water since the game cuts the sprite at water level, but with the new water waves, siting shows way under the cut off point, probably not as noticeable with the old water wave system: https://imgur.com/a/Npkji0y


# 307

by

(GM) SodaMeow

16 days ago


This version is great, I don't get the "ant effect" when signing in. Shadow options are looking good. Post- Processing - am not a nerd so can anyone explain this option to me. TYSM! Heh!


# 308

by

Firefly

16 days ago


@Loki The Witful: Great finds! The hard color transitions on some block decorations are 'correct' for now, it's a stylistic choice I want to test. Feedback on this aesthetic difference is welcome. I've tested around with the 'floating head' water problem and I've decided to unify the rendering of natural and artificially placed water. The floating heads will be gone in the next version. Thanks! @(GM) SodaMeow: Post-processing enables or disables the sun rays and light glow.


# 309

by

ritpop

16 days ago


Water in normal quality is broken? its just the vertex colors with some texture animation on the shadows, similar to webgl-gpu. Is that intentional?


# 310

by

Firefly

16 days ago


@ritpop: It's intentional. The normal water is what it is. Or was. Because there is news. Updated WebGL 'new' version: https://angeldu.st/static/webgl-new a.) Removed the fake sprite submersion in natural water to unify its appearance with artificially placed water. This fixes the floating heads as described by @Loki The Witful. b.) Changed the appearance of materials at the 'normal' water detail level. Water is now a blue block which is exactly what everyone wanted. I removed raytraced reflections, because 'normal' water detail needs to be fast, and these reflections didn't work well visually in the new engine. c.) Added an 'ultra' water detail level that adds back the offline raytraced reflections, mixed into the 'high' detail level normal mapping. Again, I don't expect this version to work at all, so testing is appreciated. Make sure you clear your browser cache.


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