Got the cutscene all set in! Additionally it loads the next Ā level immediately after. Really happy with it right now
seen from Indonesia

seen from Canada
seen from China

seen from Martinique

seen from Italy
seen from Germany
seen from Morocco

seen from United States
seen from United States
seen from China

seen from United States
seen from Türkiye
seen from United States
seen from Morocco
seen from Germany

seen from Italy

seen from Kyrgyzstan
seen from Germany
seen from Singapore
seen from China
Got the cutscene all set in! Additionally it loads the next Ā level immediately after. Really happy with it right now

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Difference between Game Programming and Game Designing If you are planning to get into game development, then you need to understand the difference between Game Programming and Gam
Devlogāāā29.04.17: Making Pixels Glow
Easter and consultancy work have got in the way a bit, but the side projectās taken a big step forwardā¦
Neutrino
When I last wrote Neutrino was rendering directly to the screen, which wasnāt exactly the look I was after for low resolution, pixel-based games. So last week I took a day to sit down and finish off the rendering path, with the aim being to have some control over the process and get closer to a CRT āglowā.
Iāve ended up with a fairly standard process that youāve probably read about before.
Stage 1: The background tile-map and all the sprites collected in the VBO during the current tick are rendered to a 480x270 pixel texture. I picked this size because itās a quarter of a 1080p screen, so scales nicely to my 4k monitor, but isnāt too chunky as to leave pixels the size of my face on-screen.
Stage2: The texture generated in Stage 1 is then rendered to a second 480x270 texture, via a high-pass āfilterā. Atm this filter checks for pixel luminance, rendering any pixel above a certain brightness as normal, and any below that level at some, definable, smaller multiple of itself. I could discard these failing pixels completely, but I found the effect looks nicer when thereās a ramp.
Stage3: The texture from stage 2 is blurred in two passes, once horizontally, and once vertically. The resolution of this can be defined at run-time, but Iāve found that I get good results by blurring the low resolution texture from stage 2, and then getting the benefits of bi-linear filtering as I draw the blurred result, enlarged, as part of the final composite
Stage4: I draw a single full-screen quad to the screen, using the low resolution texture from stage 1. This is rendered with a trivially simple āscanlineā shader, that checks the output position of the pixel: Every other line is rendered ādarkā, for the scanlines. For ānormalā lines, the shader checks the pixel, rendering the 1st biased to red, the 2nd biased to green, the 3rd biased to blue and the 4th ādarkā. After this, the same quad is re-drawn, but using the blurred textured from pass 4, and again, I have controls for how much this bloomed texture contributes...
This is probably the simplest form of scanline effect. Itās not emulating PAL, or NTSC screens. Thereās no phosphor persistenceāāāalthough I probably will add that in, to a degree, by using the blurred ābloomā texture as an accumulatorāāāand there is no barrel shifter to simulate the curve of an old screen.
I did look at Tim Lottes CRT pixel shader but it needs a fair amount of tweaking to run well on my X1ās Intel GPU. And thereās also Kyle Pittmanās shader from Super Win The Game, which I also discounted.
To be honest, Iām not going for either of these looks. All I actually care about is the feel of staring into an arcade, in a dark room, where those white pixels were too white, and where certain colours left a bit of a tint on your eyeball. The screenshot at the top of the page is a fairly toned down example of where Iāll end up, cos, If I crank some of the settings up, I can get to some pretty mad places.
All of this will be optional for the player. I know some people hate scanlinesāāāwhy emulate broken technology?āāābut Iāll probably setup a few different presets to pick and choose from, so those of us of a certain vintage feel a bit more at home.
(Iād be tempted to leave all the settings available, but thatād mean that every time I saw a screenshot of the game itād be at some crazy-bastard setting, that I hateā¦)
Possible todo items: Adding some saturation controls to this may be handy. And maybe a colour look-up table, so I can set curves in Affinty Photo and have them baked into the final output?
Next Game
Iām dead excited. Hoping to have more to show soon. ;)
Need a chip tune artist!
Looking for a chip tune artist for a video game a friend is creating.
If anyone is interested or knows someone who would be, please message me and I'll pass on your info.