my new yearβs resolution is to finish the rewrite!! iβll do it i swear!!
my new yearβs resolution is to finish the rewrite!! iβll do it i swear!!
if u like pixel fonts i sell a huge fucking pack of them
chevyray.itch.io
ainβt that somethin
my first shiny was a fletching that immediately flew away and disappeared forever :(
!!! so cool!!
can you dig in the sandbox?
mudkip
best game
Hey surprise Preview Build 3 is here
www.patreon.com/posts/136330...
kirbyβs adventure was my first
Screenshot from MZ3D Rewrite, showing the new LUT-based color grading feature. Here it is used to selectively apply inverted colors to certain objects.
Examples of color look up table (LUT) textures taken frame babylon's documentation. Text: Here is what the default (without filter) look-up table looks like: (image of default LUT) Examples of filtered LUT to use for various filters: (image of inverted LUT) Inverted colors (image of high contrast LUT) High contrast (image of posterized LUT) Posterize
New color grading feature which uses Look Up Tables (LUT). Custom effects can be made by editing the LUT texture and can be applied selectively to objects.
Here I'm using it to invert colors. You can see the color of the shadow is inverted too.
they look so tasty though
from left to right: normal, add, subtract, multiply, screen, exclusion, and two more normal.
implementing blend modes. We have access to more blend modes than RPG Maker normally offers, and you can access them using texture configuration.
Effekseer animation working with MZ3D Rewrite (some additional work still required)
Lovely, time for bed :D
sorry that I enjoy sharing bug screenshots so much I just think it's entertaining.
love when my models are inside out
Getting effekseer to work on the rewrite is actually pretty hard, it's really not meant to run in a worker thread. (I can do it though dw)
should be yellow kirby
Screenshot of MZ3D Rewrite displaying the 3D model import feature is fully functional
MZ3D Rewrite is getting pretty close to ready for release, 3D model imports are now fully implemented to the level they were before.
First release of Rewrite will probably omit the postprocessing features in favor of releasing sooner. Hoping to release in the next month or two.
thatβs more p than i have
Screenshot of MZ3D Rewrite, the new "diagonal sprite" feature that doesn't require diagonal sprites. It works by creating a quad split down the middle, then shifting that edge to the left or the right to make the character appear like they're facing diagonal left or right.
created a system for warping 4-directional sprites to make them appear 8-directional.
it shouldnβt, the plugin loads portions of the map in chunks so it only creates meshes for parts of the map that would be visible. this applies to connected maps too.
so far in my tests the new plugin handles very large maps well.
Screenshot from MZ3D Rewrite, displaying model imports. Every model is on its side and half-way into the ground
Something is not quite right
like ignoring all the work that goes into other elements and just focusing on character writing
strangely the actual article seems to just be talking about ai driven dialogue? which botw isnβt even very dialogue heavy. it comes off as though it was written by someone who never played the game.
looks really good!!
Screenshot of MZ3D Rewrite demonstrating multiple maps loaded at once. One map has the outdoor tileset and the other has the indoor tileset
working on a feature that allows rendering multiple maps at once. No seamless transitions between the maps yet, but they're both rendering. This can also be used to stack maps on top of each other for easier verticality
yay brownies
very cute!
MZ3D Rewrite preview build 2 is up now www.patreon.com/posts/128944...
i want to get the next preview up soon, just want to add some of the smaller features first
this but the discontinued pink monster