tag:blogger.com,1999:blog-3064325214589649535.post2750680984214188922..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: Super flexible 2D animations through the Blightbound Skin EditorJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-3064325214589649535.post-756748928451563212021-04-16T10:30:26.213+02:002021-04-16T10:30:26.213+02:00Yeah custom tools are really nice to have, since y...Yeah custom tools are really nice to have, since you can solve very specific problems for your game and team. Takes a lot of work to make though, so you need to have a big enough team before it's an option.<br /><br />By the way, you don't need your own engine for any of that. You can make custom tools for Unity and Unreal as well (although I don't have any experience with that myself) and some of our tools aren't even in an engine: just Photoshop and After Effects scripts.<br /><br />All our games so far are made in the Ronitech, which is our own C++ engine. It supports a lot of different rendering APIs depending on the platform. The Blightbound version of Ronitech supports DirectX11 (PC+XboxOne), DirectX9, OpenGL and the PS4 rendering API.<br /><br />I wrote the first version of our engine for Swords & Soldiers, when we too were 7 people and I was the only programmer. I'm officially TH3 H4RDC0R3Z since then. :PJoost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-87589443693623432122021-04-16T03:13:35.151+02:002021-04-16T03:13:35.151+02:00Wow, quite awesome tool.
I am a Unity user and thi...Wow, quite awesome tool.<br />I am a Unity user and this type of thing just came this year on the Engine. I mean, it had a Spine copy tool inside the Engine already but the Sprite Swap thing needed to be dealt manually via scripting some months ago.<br />And with a custom tool, things looks way more fast and more focused on the problem you're solving. Different from game engine specific tools which takes longer to be updated and tries to solve a lot of related problems resulting in a chimera tool that doesn't have a quick iteration workflow.<br /><br />Bah, better stop complaining about it. To give context, I am just starting on this custom tool world, after discovering that the guys behind Supergiant Games had their own custom engine and they are like 7 guys. Hauha<br />BTW, the Blightbound engine is based on something like MonoGame? Or it is more native like a C++ with OpenGL/ DirectX?<br /><br />Thanks for sharing this content!Alan Pereira Arthttps://www.blogger.com/profile/06807855968242689223noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-89515761606776584762021-03-17T15:43:02.786+01:002021-03-17T15:43:02.786+01:00With this system texture space isn't much of a...With this system texture space isn't much of an issue for us. All character parts combined is still only 64mb. It's a PC/console game, so that's very little and there's no point in optimising that further. I imagine sizes are different on mobile and browser games though.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-4586023153686864892021-03-17T15:33:33.978+01:002021-03-17T15:33:33.978+01:00First off, very cool. At Blue Giraffe we also reco...First off, very cool. At Blue Giraffe we also recognized that facial expressions can take up a lot of space (and dev time?) but often have quite similar silhouettes. That’s why we made an exporter that only saves the delta pixels, and can be rendered on top of the original face. Another way would be to itemize the face parts. But I’m sure you weighed the added complexity, overdraw and draw calls already :-)Anonymousnoreply@blogger.com