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WIP Rain System

3dblendsphinx
Registered User
Quote
2018-04-09 19:39:38

I have been missing a while just too much real life going on and overtime work. But anyhow, being that I would like to have a game with a lot of rain I wanted to have a rain system. I did my own fog because I wanted to give the impression of the fog shifting and moving. Still thinking of how I am going to implement the other features.

🔎︎


A lot still has to be done.
https://www.youtube.com/watch?v=...


erik
Registered User
Quote
2018-04-10 09:09:24

Pretty cool!


tim12345
Guest
Quote
2018-04-10 18:11:36

Nice! This is a great way to create rainfall and is easy on the processor because Niko programmed the particle system well. If you are using vertical lines to represent the rain drops, it gives a nice falling effect. But when looking straight up or down, the vertical lines might look very strange because the particles are still facing you and will then look horizontal. If there was an option to make particles 'vertical' just like we have on regular billboards, i think this would fix that problem.


3dblendsphinx
Registered User
Quote
2018-04-10 18:47:12

@erik
Thanks :)

@tim12345
Yes, I had notice but haven't had a chance to go back and mess with it more. Got the base then I wanted to see how easy it would be with Leadwerks and got the fog and rain but it doesn't have the inside playing of sound like Coppercube does and can't you just add sound the same way either. So then I moved on to my Shiva engine to try the same setup. Haven't finish the test been playing with other software I got like Mixcraft for Music, Filter Forge and Shadermap. Too many things so limited time.

It would be nice to have particles notice collision and it destroy itself though and have a destruction animation.


just_in_case
Moderator
Quote
2018-04-10 19:36:26

Nice!! Looks good!


3dblendsphinx
Registered User
Quote
2018-04-12 04:55:31

@Just_In_Case
Thanks, between the other engines, just getting the particles setup was easier in Coppercube it would be nice to have additional features though like Collision Destruction.


3dblendsphinx
Registered User
Quote
2018-04-14 03:35:02

So I have been working on the lightening and making a behavior. Slowly working to fit all of it under a Rain System Behavior.

https://youtu.be/TzHBeP73tL8


just_in_case
Moderator
Quote
2018-04-17 19:57:57

Don't know if you have seen this post or not... But if you can apply overlays to the lightning... Then it must look more realisitc.. Also don't use simply white light for lightning... Instead you can use a little bit violet or blue lightning....

Here is the link to post in which i had posted a simple ligtnjng webgl file....
https://www.ambiera.com/forum.ph...

Don't forget to check out the last comment on the post.... That video tutorial is amazing...


3dblendsphinx
Registered User
Quote
2018-04-17 20:30:25

I am no where near finished with it but it does have a bit more to be done. I will play with the lights a little more. But it probably won't be for a moment.


Zoo
Guest
Quote
2018-04-19 06:13:35

Hey guys, I usually use this technique for creating rain...

In any event, can someone give me some feedback on the new uneasygames.com website...For the popular "Grandma" video game...

We are currently running a kickstarter campaign with no luck...Which is strange because we are still trending on top 10 on itch.io


3dblendsphinx
Registered User
Quote
2018-04-19 13:26:06

For the website I think the snow fall should be behind the content and a background type thing. What would be neat if you could have the shot of Grandma house like to the side and viewable but the scene a little darker with a lantern hanging on the porch lit swaying back and forth.

For the Kickstater there is a bunch of words and no images. Sometimes an image says more than words can say. Concept art and behind the scene would really push it.

like use this for an example.
https://www.kickstarter.com/proj...
it has an overload of images.

itch.io and kickstater is hugely different you jumping into the pool with big dogs and you have to put yourself and your presentation on the same level (My honest opinion)

Another turn off is a lot of people hate the collect something to do something else. I would say drop the collecting teddies or make it a side thing and not a crucial thing like in RE:BioHazard the bobble heads was collectible items but not crucial to the advancement in the game.

The video you using to promote your game voice acting isn't really selling it. Maybe see if some of the let's players that played your game would be willing to offer their voice for like a copy of the game or something. Even check out some of the Creepypasta readers to see if they would want to help with your project and what arrangement you can make.

Maybe you should have one video with nothing but preview of the gameplay and one with you going into the details of the game.

Also show concept of what they may run into. Like concepts of Grandma and have different levels of appearance for her.

Also get a better image icon for the kickstarter. Something that would entice the person to click. The car in headlights isn't going to do it.

Maybe instead of just the house being cursed the whole property is.


54newstar
Registered User
Quote
2018-04-21 16:52:39

Built one of these a year or so back, the only issue is that you need puddle effects/splash effects.


3dblendsphinx
Registered User
Quote
2018-04-21 21:42:44

Yea, thats where particle collision detector in would be nice and a way to have particles follow a surface.


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