Quote:
Originally Posted by KK/Altair
Reworked asset converter pipeline completely and now it gives much finer control over every single asset. Implemented a few new dithering methods - none works better than the current one, but they all have lots of tweakable parameters now, adjustable per-asset, which allowed getting rid of red pixels on the hand (it came a bit yellowish due to palette, though) without destroying anything else. I've got great custom made graphics for weapon sprites as well as some graphics and font for the menu, so getting them into the engine will be next. Things should start looking more like a game and less like a techdemo soon.
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Sounds like you're moving along nicely. And here I was thinking it already kind of looked like a game. Will be interesting to see your next few milestones.
And of course, I'm stoked you managed to recolour the hand