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Canopy
190 posts

Canopy
@canopy_studio
Design & illustration studio gone game dev. Working on an action-adventure game set in a strange and beautiful world. Questions: [email protected]
Rochester, NY Katılım Ocak 2021
190 Takip Edilen5.9K Takipçiler

@FreyaHolmer Well the way you've implemented this already has better UX than PB and makes it much more apparent that the mesh should be exported. A project-wide setting would be great. Eager to see the tool evolve!
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@canopy_studio right now it's in-scene by default, with this button on the component
I could make it a project-wide setting to force all meshes to be assets, but I think a lot of people would find the asset folder clutter a little scary at first, if you've created like 14 unnamed test meshes

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@FreyaHolmer Also having a separate component isn't really a deal breaker, but we'd still like to be able to access the mesh filter if possible. Would it be too difficult to allow writing back to the mesh from an outside script without breaking the tool?
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@canopy_studio I think the way I have to do it, is something similar to how mesh file importing works in unity
ie: my mesh tool also creates a prefab object as an asset, that you can use in your scenes
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@FreyaHolmer 2) PB MeshFilter components - They don't play nicely when trying to do anything custom and make it much more confusing than working with the built in Unity MeshFilters. Just doing something simple like trying to set vertex colors on PB meshes from another script is always mess.
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@FreyaHolmer We've been using PB as our primary mesh tool for years & would love an alternative. Biggest pain points are:
1) Prefabs - for some reason Unity considers any prefab with a PB component to have an override. And modifying a PB mesh on a prefab makes the editor hang for 5+ minutes.
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@canopy_studio I would make the character's rotation speed a bit faster to give the player a greater sense of responsiveness.
Your game looks amazing btw 🖤
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@canopy_studio Really digging the overall atmosphere and vibes you got going on! ⛈️
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@canopy_studio @indiegamesdevel I love me some rainy combat ⛈️☔️
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@canopy_studio I think it's a good idea to do focal length in a pixel game) It looks beautiful
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@SoulSpires Thank you! It's actually all 3D and very little texturing, aside from some noise and toon ramps. Most of the look comes from our shaders.
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@canopy_studio The art for this game looks absolutely incredible. Is it all 2D or is there a mix of 3D with hand painted stylized textures?
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Another day in the woodland 🌳
(Trying to determine the best settings for MP4 captures/uploads - anyone have any tips?)
#IndieGameDev #indiedev #gamedev #indiegame
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@canopy_studio Love the sounds design! I use OBS with hardware encoding for recording, then pass that through HandBrake with the "Creator 720p60" preset outputting MP4. Seems to do alright on this app, but still crunches it down a bit.
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@ComposerBlake Thanks! We use ShareX for our MP4 and GIF captures, and it works great. The problem seems to be more so related to the compression from uploading, despite using the recommended settings. Oh well.
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I don't know too much about mp4 captures, but I use OBS studio to record it and then export it in 1080p in Microsoft Clip Champ.
It mostly depends on the settings you specify and how powerful your PC is. OBS isn't too hard to set up, all you need is a multi-audio interface that can run audio for multiple applications. What software are you using for your MP4 captures/uploads?
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A look into our grayboxing/blockouts for #Blocktober
Our custom terrain tools allow us to quickly "sketch" an area for general composition, and basic shapes are used to represent props/structures.
#IndieGameDev #gamedevelopment #leveldesign


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@edgypressStudio Thanks! It's a topdown action adventure with some Metroidvania elements. We'll share more info in the near future.
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@canopy_studio Woooaaaahh, that's an atmospheric environment if i'v ever seen one! What is the game about?!
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@canopy_studio Your game looks great! Does it have a name or a webpage or anything?
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