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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 28, 2014, 11:54:12 PM
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1481  Developer / Creative / Re: So what are you working on? on: November 29, 2008, 07:02:41 PM
Ishi, that looks awesome. Realtime ambient occlusion is something I really wish I could use!



Spent much of today messing around with lightmaps, ambient occlusion lighting and generally figuring out stuff with regards to 3D environments. Obviously textures were not on my priority list! XD

Looking snazzy Smiley The thing I'm working on currently isn't realtime, it'll be a prerendered video eventually.
1482  Developer / Creative / Re: So what are you working on? on: November 29, 2008, 02:49:11 PM


More progress = more pics.

EDIT: More pics.

Not exactly intended, but quite fun:


Non-b0rked version:


This is all software rendered. There's some glitches but it's all a bit quick & dirty so it doesn't really matter.
1483  Developer / Collaborations / Re: Tixel - TIGS Pixelling Program on: November 27, 2008, 05:11:35 PM
I think if anything it might be good to focus Tixel (sounds like something by Mr Fish) on palette-based spriting to begin with, as this is hard enough to get right.  Full 24 bit + alpha makes it into a PS competer, and there's no real way to compete there.  The palette-pool could still be 24 bit, but the one you work with shouldn't be imho.

I personally hate using a palette. Having to set a colour on the palette before being able to use it just makes colour experimentation awkward. I far prefer just using the image itself as my palette and picking colours off it.
1484  Feedback / DevLogs / Re: Skullboy (The Granford Academy Guardian) on: November 26, 2008, 06:20:34 PM
Man that is just ace.
1485  Player / General / Re: Desktop screenies! on: November 26, 2008, 05:03:03 PM
Cool wallpaper, Xion.

Click for bigger!


Ikaruga wallpaper at the moment, with a vaguely coffee-coloured Windows theme.
1486  Developer / Creative / Re: So what are you working on? on: November 26, 2008, 01:45:17 AM
*The ability to import models to use as pieces.

Thought about that this morning actually. A way to specify entity types and their properties, with a model for visually placing them.

*Differing gradients of ramp.
*Thinner 'wall' pieces.

Hmm possibly. I guess they would be needed to make the level editor more widely useful.

*Water.
*Some of that sexy shader engine goodness.

Ishi, your editor looks like a joy to use. It could be turned into the next Knytt Stories, but in 3D, just like that.

I think now y'all are talking about an engine/game and not a generic level editor.

Couldn't you just bake AO/GI out from max and use that as your texture? In a level this small the texture memory cost shouldn't be too high.

Could do, might do. Might also just do shadered AO as that will work on entities and stuff too even though it wouldn't look as good for the scenery itself.

Thanks for all the feedback everyone!
1487  Developer / Creative / Re: So what are you working on? on: November 25, 2008, 05:56:07 PM
Release The level editor.  I'm sure you could start a wonderous world of user created content gamy goodness.

Seriously.  I'd be all upons.

I've thought about doing this as just a general 3D level editor, with a couple more features. It's good to know there'd at least be some interest.
1488  Developer / Creative / Re: So what are you working on? on: November 25, 2008, 10:54:25 AM
I have to agree with everyone else and all, but I have faith in Ishi's artistic abilities. LOL

Just doing coding on this one Smiley it's a team project so we actually have seperate artists/designers and suchlike. I might steal the engine afterwards for a more zelda-like game though..
1489  Developer / Creative / Re: So what are you working on? on: November 25, 2008, 09:02:56 AM
The bit at the end of the editor video was a render from Max ^_^
The in-game one is only WIP. First pass textures and no shaders yet.
1490  Developer / Creative / Re: So what are you working on? on: November 25, 2008, 03:34:03 AM
Team project game at uni:

http://uk.youtube.com/watch?v=5YQzSvWSt9U

http://uk.youtube.com/watch?v=G2A5sRnyIZU

We're called Sexy Polygons. ^_^
1491  Developer / Creative / Re: So what are you working on? on: November 24, 2008, 05:24:33 AM
Lots of cool stuff everyone!

Something started originally for Gamma3D.


The guy on the right looks super-3D.
1492  Developer / Design / Re: Balancing Controls / Feel (platformer) on: November 24, 2008, 04:13:10 AM
I generally use a boost thingy for jumping also. There's an initial upwards velocity set when you first hit the jump key, then for a set period of time you get additional upwards acceleration. If you keep the boost period pretty small the trajectory will still be realistic for the most part, and usually the jump height can still be controlled pretty well by the player.

I personally wouldn't like jumping when the key is released, especially in an action game where it needs to be pretty much instinctive.
1493  Developer / Art / Re: TIGer Paint on: November 23, 2008, 02:45:15 AM
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1494  Developer / Art / Re: tigsource draws robots on: November 22, 2008, 03:21:54 PM
Just remembered the team who worked on Heavenly Sword also used SketchUp to block out levels.
1495  Developer / Art / Re: tigsource draws robots on: November 22, 2008, 12:05:43 PM
I used sketchup to make the level in a platform game demo (http://ishisoft.remakes.org/content/doctor03.png), great for quickly blocking out a level when the visuals don't matter too much.
1496  Developer / Art / Re: TIGer Paint on: November 20, 2008, 04:24:02 PM
Ummm, eye dunno. Just experimenting.
1497  Developer / Collaborations / Re: TIGS Pixelling Program? on: November 17, 2008, 04:07:34 PM
Using the colour grabber thing (to get an existing colour in the image) should be a case of holding down a key on the keyboard and left/right clicking, rather than having to shortcut to it as a seperate tool then go back to your original tool. Also the colour selector (for new colours) should be similar.

mtpaint can do that

True, now you mention it I think any paint program can. Smiley The point still stands for other tools though.

Tixel is an awesome name, and happily reminds me of Trixel.
1498  Developer / Creative / Re: So what are you working on? on: November 17, 2008, 01:52:54 AM
Also, I humbly request more Ishi and toastie 3d programming updates!

Meant to reply but got distracted. I don't have anything new at the moment, been concentrating on other modules. I'll post stuff when I get round to it though Smiley
1499  Developer / Collaborations / Re: TIGS Pixelling Program? on: November 17, 2008, 01:24:26 AM
A super awesome pixelling program would be super awesome.

Using the colour grabber thing (to get an existing colour in the image) should be a case of holding down a key on the keyboard and left/right clicking, rather than having to shortcut to it as a seperate tool then go back to your original tool. Also the colour selector (for new colours) should be similar.

Holding down the middle mouse button should let you move around the image.

Any toolbars should take up a whole column/row of the window if they're docked (like in MS Paint). In photoshop they just float over the image and you can't see the corner of it.

Them's my ideas anyway.
1500  Developer / Art / Re: TIGer Paint on: November 15, 2008, 07:06:06 AM
Hehe, thought about doing this myself Smiley

I like the new Quote sprite.
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