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5h 16m 48s logged

First devlog on Stardance! You might remember this project from flavortown, and I’m going to keep working on it for stardance.

I’ve added a ton of stuff to the game in the last month, like 3 or 4 new player abilities, new animations, and polishing various things based on feedback I received.

The ~5 hours in this devlog were mostly me trying to set up a system where I can have 2 post processing profiles active at once, but affecting different layers. I used this to create an intense bloom effect that only renders on certain sprites, specifically the spark particles in combat. I finally got it working using render features and render graphs, and I’m super happy with the result.

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@Shuflduf

🐸🚀

@MrChicken

Peak detected

@blowupthenoobs

haven’t seen it on flavortown, but this looks sick

@rishe

render features and render graphs for layer-specific bloom is the hard way to do it but the right way. spark particles with intense bloom separate from the rest of the scene hits different

@himanshu-singh7

wow

@tongyu

THIS LOOKS SO COOOL

@aayanalikhan09

THE GAME LOOKS SO COOL WAOW :D
i hope to be able to make a game half as cool looking as yours one day :)