I wonder what was the process on portraits. Are the based on photos or made from scratch?
I wonder what was the process on portraits. Are the based on photos or made from scratch?
Just released a new patch for Master of Luna that adds a bunch of new types of lairs to the world map and 5 undead creatures with all-new attacks and abilities.
Also the game will be 25% off during Steam Winter Sale!
👉 steampowered.com/app/2393510
Feel free to reach out to me for help. It's nearly impossible to pick the correct form with an online translator.
КРОВОТЕЧЕНИЕ goes very hard. All other statuses use wrong word forms though.
Should be:
1. Кровотечение (this one is correct)
2. (unrecognizable)
3. Проклятие
4. Supposed to be oil? I would suggest «смола» (tar)
5. Hard to pick a good one. Maybe «обледенение»
6. Отравление?
A bunch of hungry (and therefore) evil liches.
Also, the process of making the prison sprite
A bunch of map objects for Master of Luna
Turned out to be very easy. Sometimes I like Electron platform a lot.
Some portraits for Master of Luna
Ah!
Pansy
Same story, took my demo off just before the release because it misrepresented the game.
Working on adding some individuality to the heroes with bios and specializations.
Thanks a lot!
Cooking difficulty levels
It had a demo, but it was like two years old, so it’s not representing the game that well. You can find few playthroughs of this demo on YT. Or you can buy the game and refund if you don’t like it.
Master of Luna is coming out tomorrow. Here is the new Steam trailer: youtu.be/AoRGhywssN0
I'll be releasing Master of Luna in Early Access in exactly one month, on 12 September. The game will cost $14.99 (regional prices applied).
Wishlist: steampowered.com/app/2393510
Lightning Bolt spell
My custom map generation algorithm for Master of Luna step-by-step:
1...5: player and neutral towns;
6...13: land and water;
14...16: monster lairs;
17...20: forests, mountains and swamps.
Basic map generation. Looks like not much, but the actual algorithm turned out to be quite sophisticated.
OK, if the game is in window and user has weird UI scaling set in OS, this can mess things up, but come on.
How so? If sprites are rendered on the smaller texture without AA and then scaled using the int ratio, you will get the perfectly crisp picture that matches the pixels on the screen exactly. I can’t see how this is not pixel perfect?
Not really… Last time I worked with Unity (like 7 years ago?) it was rather easy. You just render to the smaller texture, then scale it. A ton of games do that, just not many has integer scaling option because nobody cares. Still, some devs include it for purists (e.g. UFO 50).
The statement that pixel perfect game is impossible on the modern game engine is just wrong. Floats has nothing to do with this, sprites can still snap to the pixel grid. There are at least two ways to match them with screen pixels: use integer scaling or extend the canvas (ok for strategies).
I really like my tooltips. Dark background, vibrant pixelated icons, crisp text. There's something pleasant about all this.
Посмотри в поиске стартерпаки. От тех, кто не нравится отпишешься потом.
*way more chill there
Ideally, you want to find a sub that matches your game theme or genre. People are usually way more there than on general subs.
I’ve meant making a video devlog. That takes a ton of time though. If you have a demo, contacting relevant youtubers is a good idea as well.