Hey just wanted to say I've used this and your space background generator in my game. Only a few for now but I was so glad I came across these. Thanks allot. Also I made sure to give credit on my page and Devlog.
Very nice! Glad the generators came in useful. Looks like a well fleshed out space game already, good job! Thanks for the credits and good luck with your game in the future
I'm trying to use an exported spritesheet and it seems like there's a lurch forward in the animation when going from the end of a row to the start of the next row.
Like going from the frame at (row=0,col=19) to (row=1,col=0) in a 20x20 spritesheet feels like there's a missing frame, then again when going from (1,19) to (2,0), etc. I made sure my code is extracting the right sequence from the sheet - other tilesheets like ones for VFX play smoothly without any jump.
Spritesheet is over the 3MB limit unfortunately. I can see it with any initial planet seed (from when the page first loads) - set pixels to 400, and export the spritesheet as 20x21 tiles.
I tried to record the in-browser version next to it, not necessarily as a direct comparison, but for the sake of having a smooth animation as a visual benchmark. If you stare at the line between the two, it's more noticeable after a few loops.
I think I got a good part slowed down that shows it pretty well.
If you look to the bottom left cloud cover, where it starts opening up to a circle above an ellipse, and watch as the end of the ellipse opens up, that's where it jumps - that moment where it opens up. I admit it's a very slight jump, as mentioned in the first comment probably only 1 missing frame, but after staring at the planets for a while and watching other 60fps animations moving around it, it starts to become a lot more evident.
I also tried generating a double-wide 40x11 sheet and that seems to at least reduce the frequency of the jumping, so that may be a workaround in the meantime if I regenerate all the planets at a smaller size with fewer rows.
Okay thank you for the very detailed bug report, that definitely helps! I'll admit that I'm still struggling to see it a bit, but I'll try and recreate it to figure out what's going wrong and hopefully fix it.
Until then I hope the workaround is good enough, thanks again!
Do you think its possible to unwrap these 2d planets into projected texture (ie equirectangular projection or mercator?), or is there too much shader magic going on for that lol? I think it'd be interesting if so!
It's definitely possible to create some kind of rectangular map from them, but to be honest, I don't know what projection that would be. Currently the shader works by starting with a flat texture, and then applying a kind of 'spheriphication' filter on it. So if you just don't do that you would have a map
Nice. Thanks to your advice I was able to crack the nut on this. I thought there were more 3d trickery going on than there was! The flat projection works excellently.
Вообще пасмотрем как Google Translate спровится с ашипками. (Для перевода с Руского на английский лучше используй https://translate.yandex.ru ) Желаю удачи в последующей доработке и добавлении новых функций в твою программу. Кстати, можно я использую её в коммерческом проекте с добавлением тебя в титры?
Спасибо! Думаю, мне удалось правильно перевести. Не стесняйтесь использовать это в своих коммерческих проектах, это полностью бесплатно! А упоминание в титрах будет очень приятно, спасибо за это. Удачи с вашим проектом! ❤️
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Hey just wanted to say I've used this and your space background generator in my game. Only a few for now but I was so glad I came across these. Thanks allot. Also I made sure to give credit on my page and Devlog.
Very nice! Glad the generators came in useful.
Looks like a well fleshed out space game already, good job! Thanks for the credits and good luck with your game in the future
I'm trying to use an exported spritesheet and it seems like there's a lurch forward in the animation when going from the end of a row to the start of the next row.
Like going from the frame at (row=0,col=19) to (row=1,col=0) in a 20x20 spritesheet feels like there's a missing frame, then again when going from (1,19) to (2,0), etc. I made sure my code is extracting the right sequence from the sheet - other tilesheets like ones for VFX play smoothly without any jump.
https://imgur.com/a/imNOUtT
Hmm, sounds like an issue for sure.. Thanks for the detailed info, I just tried to recreate it myself but couldn't really find it happening.
Also maybe I'm a little blind, but I don't see in your animation where the jumps happen? Maybe you could post an image of the affected spritesheet.
It's definitely hard to spot sometimes.
Spritesheet is over the 3MB limit unfortunately. I can see it with any initial planet seed (from when the page first loads) - set pixels to 400, and export the spritesheet as 20x21 tiles.
I tried to record the in-browser version next to it, not necessarily as a direct comparison, but for the sake of having a smooth animation as a visual benchmark. If you stare at the line between the two, it's more noticeable after a few loops.
I think I got a good part slowed down that shows it pretty well.
If you look to the bottom left cloud cover, where it starts opening up to a circle above an ellipse, and watch as the end of the ellipse opens up, that's where it jumps - that moment where it opens up. I admit it's a very slight jump, as mentioned in the first comment probably only 1 missing frame, but after staring at the planets for a while and watching other 60fps animations moving around it, it starts to become a lot more evident.
I also tried generating a double-wide 40x11 sheet and that seems to at least reduce the frequency of the jumping, so that may be a workaround in the meantime if I regenerate all the planets at a smaller size with fewer rows.
Okay thank you for the very detailed bug report, that definitely helps! I'll admit that I'm still struggling to see it a bit, but I'll try and recreate it to figure out what's going wrong and hopefully fix it.
Until then I hope the workaround is good enough, thanks again!
That small issue aside, thanks for the util. It's amazing.
Do you think its possible to unwrap these 2d planets into projected texture (ie equirectangular projection or mercator?), or is there too much shader magic going on for that lol? I think it'd be interesting if so!
It's definitely possible to create some kind of rectangular map from them, but to be honest, I don't know what projection that would be. Currently the shader works by starting with a flat texture, and then applying a kind of 'spheriphication' filter on it. So if you just don't do that you would have a map
Nice. Thanks to your advice I was able to crack the nut on this. I thought there were more 3d trickery going on than there was! The flat projection works excellently.
Can i port it to python.
You can certainly try! But keep in mind that to keep it efficient you would want to run the shader code on a gpu
This is the coolest thing
Thank you!
Good work!
Thank you!
Вообще пасмотрем как Google Translate спровится с ашипками. (Для перевода с Руского на английский лучше используй https://translate.yandex.ru ) Желаю удачи в последующей доработке и добавлении новых функций в твою программу. Кстати, можно я использую её в коммерческом проекте с добавлением тебя в титры?
Если да, то я буду очень рад! ❤️
Спасибо! Думаю, мне удалось правильно перевести. Не стесняйтесь использовать это в своих коммерческих проектах, это полностью бесплатно! А упоминание в титрах будет очень приятно, спасибо за это. Удачи с вашим проектом! ❤️