Ex-Zodiac now has an itch.io page!


It's a bit bare and will probably change a lot, but I figured it was about time I setup a page for the project since  I'd like to release a public test demo soon!

Comments

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I love this  game,  I am using Godot to try and develop an on-rails shooter with a similar look. I was hoping you could help me with some pointers.

This looks awesome! Can't wait to play the game. Also, quick question, can you explain how you made the checkerboard shadows in Godot? Thanks in advance.

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Thanks!

The shadows are done using an orthographic camera that views the level from a top-down perspective and it follows the ship as it moves through the level. The camera is inside a viewport so that I'm able to access what the camera sees as a texture. The viewport is setup to have a transparent background, and things like the ground in my levels are on a different visibility layer so that they're not rendered by this camera, only the main objects such as the ship, enemies, scenery etc are.  I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect. Any part of the viewport texture with a transparency < 0.5 is discarded, and anything greater is where I draw the checkerboard texture, which is just a repeating 8 x 8 texture and it's drawn using screen space UVs. 

Hope that helps, let me know if you're unsure of anything :)

Thanks a bunch for the detailed response. That makes perfect sense.

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I am reading this amazing explanation 227 days later haha :^). I understand everything except for one part: "I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect." I would think if you simply drew the checkerboard onto the flat plane using the flat plane's UVs that it would not line up with the player camera well, right? So do you place a special placeholder holder color there like green screens do and replace it with the dithering on a "post processing" shader on the camera so that the dithering uses the camera's UV? Such a beautiful game and I this creative use of viewports really interests me

Can't wait for a demo, this looks really cool!

I'm excited to see this become available, even as just a technical demo.

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I'm having to prepare a demo for EGX in October, so I imagine I will release that demo online shortly afterwards :)

Thanks!

I played your demo at EGX and I loved it.  Can't wait for this to come out.  Keep up the good work

Thank you! I'm happy to hear you enjoyed it :)

Is this project dead? It looks so promising!

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It's not dead, it's just a placeholder page for now. I post more updates on my twitter @benhickling although I haven't been posting much about it lately 

This is gorgeous!  I can't wait to see more.  I've always wanted more Star Fox + Star Fox 2.

Looks so rad! Can't wait to see where this goes :)

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Thanks! Hopefully I can get back to working on it soon :)

Take your time! I think this will be great if you nail what you're going for. Looking forward to finding out more about the story as well. 

This looks great! Will you release it also on Steam? :D

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Yeah that's the plan, it might be a while though.. :)

Lol, looks amazing, you have talent!

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Thank you!

Are you still planning on releasing the demo?

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Yeah, I've just been busy with some other stuff lately

That looks seriously cool. Is it gonna be 60 FPS? 30FPS?

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Currently you can select the frame rate in the options, anything between 20 and 60 (default is 60)

DUUUUDE, this looks sweet!

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thank you!

looking good!

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Cheers duder