Slasher-prototype [open source]


I’ve toggled this project to open source, enjoy!

HTML5 demo:
https://dragosha.github.io/slasher-prototype/
(keyboard and gamepad supported)

To do:

  • a little bit more docs;
  • add to asset portal
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I was playing it from time to time, always enjoying it :smiley: I see, you’ve change the protagonist to even more Geralt-like :smile: thanks for open sourcing it!

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wow :expressionless: - really really great - thanks for opensourcing it - I’ll surely take a look

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UPD:

  • Added a new level example. New background asset.
  • Start point for placing a hero on the level loading.
  • Composite (for perspective look) object example (used on front of new level, also ‘a table’ object changed).
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UPD
Added a virtual gamepad. Based on public example by @britzl. There is multitouch supported at mobile. A test build works fine on Android. HTML5 demo detects single touch only.

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Added to an asset portal:

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I think now you can rebuild your example using 1.2.164

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Demo has been updated, thanks!
https://dragosha.github.io/slasher-prototype/

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An another demo based on this prototype:
https://dragosha.com/lootia/

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Update:

An ambient light changing example:


HTML5 demo also has been updated:
https://dragosha.github.io/slasher-prototype/

Repository:

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The hero controller from slasher-prototype (changed 2d physics to 3d and Y coord to Z) + simple 3d environment + a bit light magic =

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The high quality in visuals and design in this prototype is absolutely fantastic. Thanks for sharing.

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Looks awesome, thanks for such a good example!

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Do you plan on pushing that to a separate branch by any chance?

Tried to add normal mapping texture to the mesh.
Off:


On:

Which is better?

Maybe later as shaders example.

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normal mapping really great. Add great improvement effect.
How did you do ?
Shader ?
Specific rendering pipeline ?

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Additional “normals” texture + shader that adding this normal to mesh polygons normal vector when diffuse lights calculation.

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I played around with normal maps a while ago, and it really does make a big difference.

Your latest screenshot looks awesome.

Have you tried measuring the performance impacts of toggling the various features on/off? I’m sure PC’s have no issue with it, but I’m curious about mobile.

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I’ve tested this on Pixel2XL (~3y/o) and it works smoothly. iPad 2018, iPad pro 2017 works too and better than on my Macbook pro 2015 (13", integreted video). On iPad mini2 demo didn’t start.
I think a main performance issue is a big semi-transparent zones overdraw scene behind them. I noticed Nintendo Switch drops down FPS in “2d” games that have huge overlaped planes (parallax background and front, textured fog), but works smooth in 3d game where is polygon culling. My demo is a mix of polygons mesh with culling and sprites. Of course all need tuning.

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I realize I don’t have the latest code for the prototype, but I just wanted to share a video of the game running on Nintendo Switch (because it’s easy to do ^^)

(sorry I had to downscale/shorten it to make it upload here)

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