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1075904 Posts in 44151 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 01:55:39 PM
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341  Developer / Business / Re: What's in a name - do you use your 'real name'? on: January 29, 2009, 02:28:18 PM
Do it.
342  Developer / Business / Re: What's in a name - do you use your 'real name'? on: January 28, 2009, 08:53:44 PM
Yeah, I'm a philosopher. Not much point in trying to maintain the anonymity given that my website has both things on it now. Hello, internet stalkers from my old high school! Hope your lives turned out to be happy and fulfilling!

The reason this experiment is interesting is that we should all start being nicer to one another, according to John Gabriel's Greater Theorem.
343  Developer / Business / Re: What's in a name - do you use your 'real name'? on: January 28, 2009, 07:14:30 PM
Don't you change your avatars as well, or we'll have no clue who you are!

/edit I'm halfway in on this. I need my work stuff to be #1 on Google, and I know if I use my full name my TIGs profile will be the #1 hit in about 3 seconds.

/edit 2, in case that sounded incredibly egotistical, I should say that I'm the only person in the world with my name, so having the #1 hit is not much of an achievement.
344  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 28, 2009, 11:07:53 AM
No, I realise that. What I'm saying is that Flash seems to employ the vector renderer whenever a displayobject is scaled. This seems to hurt the performance of the shaders quite a lot (but not by all that much, if it worked ok in Closure).
345  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 28, 2009, 08:46:31 AM
Ah, I knew it was in there somewhere, thanks Iamthejuggler. I'm not going crazy after all.

If using ScaleX or ScaleY on a bitmap forces it to use the vector drawing routines, you may as well attach the bitmap to a movieclip and scale that. When I tried that, I found that the effects were too slow on my laptop (which is admittedly an ultraportable mac running flash, kind of a worst-case scenario for performance). When it's kept to pure copypixels, you can run a pixel bender filter on the whole bitmap with no problems.
346  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 27, 2009, 08:43:33 PM
Just ignore me.
347  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 27, 2009, 06:39:01 PM
Grr. The documentation ALSO tells you you can't scale a bitmap.  Mock Anger

I give up on the documentation! It's trial-and-error from here on out...
348  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 27, 2009, 08:31:55 AM
Huh, I guess the official documentation is wrong. It explicitly tells you you can't do that in flash. Thanks for that tip!

/edit Ah, I see. You have to have the Flex SDK installed on your system.
349  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 27, 2009, 07:03:50 AM
Can't you do the scaling in the shader too?

Probably, although I'd have to make the bitmap twice as big so there was room. I don't think it would perform well enough, though.

I have a nice animated Apple IIe shader in there now.. I'd post a picture, but it doesn't look like much in a still.
350  Developer / Technical / Re: iPhone development: what's the first thing? on: January 27, 2009, 06:25:33 AM
You need to at least have a PC that can boot OSX. Get the free SDK, and if you're serious about it, get the paid iphone developer subscription. Then start by trying to get some example code compiled and running on a real phone.
351  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 27, 2009, 06:23:51 AM
I've been experimenting with the new Shader and ShaderFilter API, which opens some interesting creative possibilities. The following shader runs at quite an acceptable pace on a 600x360 bitmap, but not on a 600x360 displayobject. Unfortunately you can't do scaling on a bitmap, so I'm going to have to ditch this particular effect because I want my pixels to be scaled 2x.

It's doing a horizonal blur, scanlines, and rudimentary brightness/contrast.



This is actually an area where flex is superior, since you can compile your shaders into the .swf, whereas with flash you have to load it as an external file at runtime.

You can download the shader builder (Pixel Bender) at Adobe's site for free.
352  Feedback / Finished / Re: Fez on: January 25, 2009, 07:53:11 PM
I thought about it a bit. I think the old orange blocks look a bit nicer with their handmade texture. However, it makes it easier to notice that all the blocks are weathered in the exact same way, which is jarring. The new purple blocks look better than the old gray ones, and the grass is much cooler now too.

I'm sad that the light is now a lot flatter because of the changes to the colours and shading. I hope you manage at least one tileset with a harsh sun.

The new backgrounds, I thoroughly approve of. Bring back gradient skies, everyone!
353  Feedback / Finished / Re: Fez on: January 23, 2009, 07:48:37 AM
Hey fish, I don't know if you like getting suggestions or not, but I just had a brainwave...

You should have some mirrored blocks.

If I was playing Fez, and I could see the sky on one tile, I would assume that there was a tunnel through the level, and if I rotated the level, I'd be able to walk through to the other side. Then I would rotate the level, and it would turn out that there was a block there with a mirror on one side, and it would blow my mind.

I can image a larger area which looks like it's full of open sky, but when you rotate the level suddenly there are platforms to stand on, because the 'open sky' was full of mirrored blocks.
354  Community / Townhall / Re: POLYTRON IS GO on: January 23, 2009, 06:23:23 AM
I'm glad to see that Poop Chute is still in development for the iPhone!  Kiss
355  Developer / Art / Re: TIGS Atmospheric Photography Compo on: January 22, 2009, 05:23:18 PM
I love it, Chrissketch!

I really should just bite the bullet and get a digital SLR.

..or at least find a decent mail-in developer that can deal with 35mm film.
356  Developer / Art / Re: TIGS Atmospheric Photography Compo on: January 22, 2009, 11:05:42 AM
This is gorgeous. It looks totally unreal.

Thanks! It was the last sunny day in Autumn in Piemonte, which gets very hazy and foggy at that time of year. The view is from a bed and breakfast which is also a winery (everybody's yard there is a winery, though) and I'm standing on a hill amongst the red and yellow grape leaves, looking at a nearby villa in the late afternoon. As for the rolling hills and neat crops, it looks like that all through the region. Totally recommended for a driving holiday - only in Autumn, when the white truffles are in season and relatively cheap.

Moogled: love that Jersey coast pic. I have only been down there once, and it was Atlantic city so it didn't look much like that!
357  Developer / Design / Re: Mirrors Edge on: January 22, 2009, 07:49:48 AM
I really never felt like I was hemmed into a linear path. I mean, I knew I was on a linear path, but it always felt like I was going where I wanted to go (i.e. away from the bad guys). I guess they were herding me towards the correct path but I felt like I was running freely away from them.

This is the real benefit to playing the game while avoiding combat completely. If they made a bad design mistake, it was in letting you fight at all...
358  Developer / Art / Re: TIGS Atmospheric Photography Compo on: January 22, 2009, 07:46:41 AM


Took this on holiday in Italy.
359  Developer / Design / Re: Mirrors Edge on: January 22, 2009, 07:37:08 AM
I've been playing it too, and I think it was underrated by reviewers. It is frustrating at times, and you do have to learn by trial and error, but I liked Megaman 9, so. The game is well worth it for the art direction and the unique adrenaline rush. The music is really well matched to the action, too. The combat system might be bad, but I wouldn't know because I never engage in combat.

I'm playing on a PC though, I think it would be worse with a gamepad. (Conversely, Assassin's Creed was a waste of time with keyboard and mouse)
360  Developer / Technical / Re: Post your main function(s) on: January 21, 2009, 05:44:07 PM
My main function is to bankroll my real-estate agent's Rolls Royce and provide a warm place for my cat to sit.
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