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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:35:45 AM
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461  Developer / Design / Re: Level Design Workshop - #1 Minature Sokoban on: July 13, 2010, 08:44:11 AM
http://jonathanwhiting.com/coding/ldw/sokoban.swf?level=AAAAAAAAAABBBBBBBBBABAAAAEACBABABDBDBDBABAAEAEAEBABABDBDBDBABAAAEAAEBABBBBBBBBBAAAAAAAAAAAAAAAAAAAAA
http://jonathanwhiting.com/coding/ldw/sokoban.swf?level=AAAAAAAAAAAAAAAAAAAAAAABBBAAAAAAABCBAAAAAAABDBAAAAAAABEBAAAAAAABBBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
http://jonathanwhiting.com/coding/ldw/sokoban.swf?level=AAAAAAAAAAABBBBBBBBBABEDEAAACBBBAABBBEBBBAAAADADABBAABEBBAABBAAADDAEBBBAABABABEBBAAAAAAAABBBBBBBBBBB

Quick three...
462  Player / General / Re: Venomous Snake Bite + No Medical Help, what to do? on: July 12, 2010, 06:30:11 PM
... Wait, were you bitten by a snake or is this research for a game?
463  Community / Townhall / Re: Action Escape Kitty on: July 12, 2010, 03:47:51 PM
Really fun, I have to say that I like that the hitbox on the cat was forgiving. Great music, quite fun and perfect scope for a flash game I think. Best of luck!
464  Community / Townhall / Re: Horizon on: July 12, 2010, 03:42:43 PM
Great job with this one, Chevy, you polished it nicely! Fun little game, I made it to Meadows (I think) but I'm sure I can probably get further if I persist!
465  Developer / Design / Re: Awesome Ways to Die... In Games on: July 10, 2010, 08:57:46 AM
Aha, you know you can s)earch for doors right?
466  Developer / Design / Re: Dream Games on: July 10, 2010, 08:56:50 AM
I had a dream once and sketched a design or story outline for the game the next day. I might make it next, maybe sometime next year. I guess I've had a few dreams like this, and I think it's a great way to get an overall concept for a game.

To me, it's kind of like when you have an inexplicably stirring dream, but it seems impossible to communicate with other people. Maybe a game is the best way to communicate it, because much like a dream you are right inside and at the same time watching.
467  Player / General / Re: 0.999... on: July 08, 2010, 09:28:29 PM
There is in set theory, but the concept of "infinity" is more definitely defined. Basically what you do is start to define sets called the ordinals, 1, 2, 3, 4 and so on, then based on one of the axioms (I forget which) you know that the set containing all of these is also a set, but it is greater than any single ordinal since it contains them all. That set is "omega" which isn't exactly the same as infinity; it's more like a certain way of defining a very specific infinity.

At any rate, it turns out that you can have omega + 1 and it makes quite a lot of sense, and is larger than omega. In fact you can have omega + omega which we can define as 2 * omega, and then omega * omega which is omega ^ 2, and so on.

It's really interesting stuff! But you're dealing with something very definite, namely "omega" which isn't really "infinity"...

... or is it?!!!
468  Developer / Design / Re: Awesome Ways to Die... In Games on: July 07, 2010, 11:45:46 AM
Once in nethack I was killed by my own children, who were gargoyles. I polymorphed into a gargoyle, laid a bunch of eggs in a room in minetown, locked the room, forgot about it, came back, "why's that door closed?", opened the door, started to get attacked by half of 9 gargoyles, zapped them with wand of sleeping, bolt missed the gargoyle, missed a gargoyle, hit the wall, bounced, missed a gargoyle again, missed the first gargoyle again, hit me, and do you want your possessions identified?
469  Developer / Design / Re: Level Design Workshop - A Call to Arms on: July 07, 2010, 11:38:12 AM
I'm in! This is definitely needed, I struggle with level design a lot.
470  Player / General / Re: 0.999... on: July 05, 2010, 11:08:06 PM
haha our professor and teachers at Novosibirsk State University seemed to disagree with wikipedia. we defined rational numbers as ratios of integers to positive integers, then we defined their decimal representations as results of algorithmic division and proved that such division couldn't result in (9) and that all other periodic decimals do correspond to rational numbers. then we defined real numbers as exact upper bounds of limited sets of rational numbers (for infinite sets, that meant left limits of sequences of rational numbers) and proved that numbers ending in (9) can't be real numbers either. such approach is rigorous and preserves the uniqueness of non-terminating decimal representations of real numbers but yeah, if you let 0.(9) be a real number, it totally equals 1.

Awesome, and smart, and makes sense. Just because we can typographically define 0.(9) doesn't mean it makes sense mathematically.

We can of course (?) prove that:

sum(i=1 to inf) { 9/(10^i) } = 1

Which is what we mean when we construct 0.(9) typographically, which is intuitively how we must be thinking about 0.(9) since in other formulations it can't be thought of as a real or rational number.

Super interesting way of thinking about this problem, you are lucky to have such great teachers.
471  Feedback / DevLogs / Re: Saturated Dreamers on: July 03, 2010, 07:58:11 PM
Looks huge, Mr. Eres, simply huge! =) Doing all the levels at once is great because you'll have nice consistency, I know that's one of your core principles (assembly line) and it makes sense.
472  Feedback / Finished / Re: The Game Developer's Kitchen (The Real Texas) - Dev (b)Log on: July 02, 2010, 12:29:46 PM
I'm really going to have to read through some of this stuff. Looks very interesting, and I love what you have so far.

Thanks!
473  Feedback / Finished / Re: The Game Developer's Kitchen (The Real Texas) - Dev (b)Log on: July 02, 2010, 11:47:01 AM
How to Draw


First, to everybody in Canada and the USA: Happy Canada Day and Happy America Day; we're somewhere between them (July 2) right now. I had a great day yesterday riding with some friends, one who is visiting from the USA.

I had a special four part blog series prepared but, really, it was boring and not my style. I'd rather just blog about what I'm doing at the moment or whatever strikes my fancy.

So today, we're going to learn to draw on the computer, using a mouse.


Get Drawin', not Paintin'!
First, we're going to draw "cartoon style", not paint in a realistic style. We are capturing line and shaded silhouette, not 3D shape or depth. That's an aesthetic and practical choice; it's less work and requires less skill on my part.

With that in mind, here are some rules we'll follow:

- We will draw without anti-aliasing; i.e., with the pencil tool, not the brush or pen tool. If we want anti-aliasing in the final image, we just draw in high resolution and downscale it. In this case, though, we only need a lo-res icon.
- We will start with color context; if we're drawing a pear that will sit (mostly) on tables, we take the color of our table and use it as a background color. Likewise if we're drawing a flower that will grow in the grass, we take the grass color as our background. Sometimes we'll skip this step, but it's probably always a good thing to do.
- Once we have color context, we'll start by choosing colors that go well and represent the object. A pear will be yellow-green, as that's the color of pears; but yellow-green covers a lot of ground and so we'll experiment to choose what shade of yellow-green works with the shade we chose for the table.
- Lastly, we will try and draw our object at-scale, not blown up. A pear will be fairly small on the screen, so we will draw it small, at least at first. Otherwise, we're going to focus on detail that will be either too small to notice or will just turn to mud when finally rendered. When we've drawn our basic thing we might zoom in just to clean it up a bit.


Pear on Table
So, let's begin to draw our "pear on table":



This is the table our pear will sit on. We use a screenshot to get the context color becuase it's more convenient than trying to figure out the exact texture; it might also be slightly better or worse to use depending on the lighting.


Context Color


We've grabbed the context color. Small objects in Texas I draw as a 64x64 object. If I use all of this space, I'll have a big object; if I use small amount of it, I'll have a smaller object. This gives a more consistent "pixel size" than if I were to draw everything hi-res and then scale appropriatel, though I do a little bit of scaling.

Imagine how jarring a 32x32 image blown up to the character size would be next to a 128x128 image of the same size. One would look chunky, but the other would be very smooth. Keeping every pixel in your texture space to be about the same size in screen space will add a lot of consistency to your game. Particulrly in a game like Texas that has a fixed viewpoint (the camera never gets too close to anything) this can be very effective, and we can get away with relatively chunky pixels. Compare this to a 3D game where the camera can get right up next to a wall; you'd better have a high-detail texture there or else it's going to look very bad, since far-away walls will have the right level of detail.

Ironically, without intending to I took a screenshot that perfectly illustrates this problem. Notice how there is part of a pentagram on the floor, and notice how bad it looks. That's not so much because the pixels are chunky; lots of art is done with big blocky shapes and it looks fine. The problem here is that these pixels are TOO chunky in relation to the rest of the game. I'll need to redraw that pentagram, which strictly speaking is probably what I should have done instead of making a pear...


Choosing the Pear Color in Relation to the Context Color


Next we choose the base color to use for the pear. This is just trial and error, though I almost always use the color wheel selection tool shown here for choosing colors.


Drawing the Pear Shape - ZOOMING IN IS ILLEGAL HERE


The basic shape of the pear is drawn with the 3x3 pencil tool. One useful tip when drawing with this tool is to think not just in positive but also in negative space. That is, draw the shape you want, then choose the background color and shape the corners where they may stick out. You can get nice, smooth shapes this way.


Choose the Pear Stem Color


Next we choose the stem color; rather than pick a new hue, we choose a darker version of the color of the pear. Fewer hues rather than more will give more consistency, especially in situations like this where it's not that important. Go easy on the colors, mac!


Draw the Stem


Now draw the stem. I use the 1x1 pencil tool in gimp tool scaled to 2, since the 3x3 would be too big.

This is a perfect example of "less is more". We just need one simple line to communicate the stem; don't overwork it. Just imagine Bob Ross going "shoop" as you draw the line. It took 1.2 seconds including tool selection, you're done now, move on.


Choosing Hilight and Shadow Colors


We're almost done. Next we want to shade this to give it some 3D volume. To choose the shading colors, I use a shade swatch. Basically, take the primary color and draw it on a background. Then choose a color for "light", usually a bright bright yellow (shown top left) and for "dark", usually a dark blue. This define your light and shadow.

Next you overdraw the original circle, with a certain opacity (I've used 65%, sometimes I use 35% for one and 65% for the other.) You now have some colors to choose from for shading.

Finally, if you have foresight you could choose these light and shadow colors before you start any art for your game, and keep them consistent. Or, keep them consistent for certain areas.

Yeah, foresight is awesome isn't it? The only problem is that in my case this particular advice is hindsight masquerading as foresight... =)


Shading the Pear


Next, you select your base color using the smart select or color select tool. That way, when you draw your shading (remember: you aren't going to zoom in) you don't have to worry about overdrawing the borders. Then, just draw the shadow and light using colors from your color swatch. Voila! A shaded pear.


OpenGL Auto Mipmapping Considerations


The final step is also important, because of the way objects sometimes can be rendered by GL. You want to replace your original background color (from the table) with the color from your pear. This is because your object, even if it's rendered aliased (i.e., NOT anti-aliased, like all the graphics in Texas are) may be mipmapped; this will bleed some of the color from the borders into your original image causing an ugly border to appear. You don't want this, so by putting the object color into the background, you help eliminate unwanted bleed effects as this color will be the one that bleeds; and it's not that noticable.

This could also be dealt with by a smarter mipmap algorithm that wouldn't blend colors from 0-alpha pixels, i.e., it would act as if those pixels didn't exist. Anyhow, it's important!



Then, you just add your alpha map (the way I do these last steps is by selecting my background, flood filling with the pear color, then inverting the selection, then adding alpha channel based on this.)


The Final Glory of Fruit


And here it is, in all it's glory! Just for fun, I'll leave this item in the final game though I might hide it somewhere as a bit of an easter-egg.
474  Developer / Technical / Re: Worth learning Lua? on: June 22, 2010, 09:56:12 PM
I also am using Lua, very heavily, and can recommend it. I will use it even more heavily with future projects.

There were really no nasty surprises for me, whatsoever, except one thing:

Don't insert a nil value into your arrays as it's used as an end-marker. A boolean false is fine, however. E.g., { "hello", "there", nil, "dude" } is a 2-length array.

The key to integrating it with your code is to understand how the stack works. Although it's different than e.g., how you write a python extension, I find it ends up as a very elegant way to interface lua code with your C/C++.

Another thing that makes it easy to integrate is that it is all in one library, and compiled with ANSI C (or pretty near) making it incredibly portable. So it's great for cross-platform.
475  Player / Games / Re: Hydorah released. on: June 13, 2010, 10:29:10 AM
@Vanguard that was my strategy the first time I got there, which worked. The second time I got there my strategy was to hang out at the left edge and keep flying into his green lazerbeams seemingly on purpose. The first strategy was a lot better =)
476  Feedback / DevLogs / Re: Strike Force Nova - SCS Devblog on: June 13, 2010, 07:46:01 AM
Looks great. What I really like is the idea that you can blast walls. When I saw your first screenshot I thought, "awesome, I hope you can blast holes in walls" and then I saw a later one that showed the wall pre-being-blasted and I was made happy.

Great graphics, perspective, looks cool.
477  Developer / Creative / Re: So what are you working on? on: June 13, 2010, 07:14:05 AM
@jw amazing, hah! I love that there is a motorcycle in your screenshot.

@Lurk man I was absent from this thread, your game looks awesome and must be finished!
478  Player / General / Re: What Are Some Good Zelda-Like Games? on: June 13, 2010, 06:39:29 AM
@TheDustin thanks for the link, that is really interesting!

Actually it just strikes me that GB or otherwise lo-res is an interesting constraint for an RPG. Like, at that screen resolution you sort of need to keep things very simple, which is particularly an interesting constraint for RPGs (or at least, right now it's striking me as such...)
479  Player / General / Re: What Are Some Good Zelda-Like Games? on: June 12, 2010, 06:59:36 PM
Dunno about "Yoko O.", but IMHO Yoko Kanno has got to be one of the greatest living composers.
480  Player / Games / Re: Hydorah released. on: June 12, 2010, 04:14:56 PM
That said, I really don't think I will make it past stage 2-2

What is it that's killing you?

Well I played it some more last night and made it to the end of 2-2, I am guessing that's the "second boss". Anyhow mayyybe I will get past this level! =)
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