Looks pretty sweet. Just a quick note (i only watched about 2 minutes). I get seasick from the camera/cinematic where the camera is circling out in the beginning of the first level you showcase. May just be me - but I’d skip that in a heartbeat if possible. Simplify it - the game will speak for it self - it doesn’t (imho) need the cinematic part
And I just noticed you use the same technique later on again. Looks like the view is distorted as well when you do it. Again, I’d skip it if possible.
There is some FOV stuff etc we do which is not correct, it may cause the distortion. It does need it, as it was in the original We just need to perfect it somehow…
Just kidding, it’s called downsampling and it’s used to reduce the screen size so you have less pixels to process which makes the filter faster. You could use it on its own too I suppose.
I’ve already made a question thread about it when I ran into problems so I’ll just add a final solution there so I don’t clutter this one and that future people may find it too.
The downSamplingFactor you can set is the number the screen size is divided by on x and y. So setting it to 2 will give you one quarter of the screen, 4 to 1/16 and so on.
That’s a lot better performance wise and you can use other filters at the same low resolution without altering them which you can’t do here, except in additional passes…
I imagine it’d be a lot harder to switch back if you ever changed your mind though and the downscale filter should also have a supersampling effect.
Since @MoffKalast is doing amazing work on Lightspeed Frontier these days, I decided it’s about time I finish the mobile app. It has still one mayor thing unfinished and that is syncing. There have been like 2 iterations but none of them was how it should be in the end, I seriously gotta start iteration 3. Didn’t feel like doing that today, so I did some QOL fixes:
There is now a cursor that helps you aim for connection nodes:
Working on lots of bugs and quality of life fixes this last week, but I dipped my toes into Lemur for the first time to add chat bubbles for NPC’s and players when they chat.
You can build custom spells in Spoxel. If you combine the components in a specific way you can create a quarry like spell that auto mines and transports the blocks into a marked chest.