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877609 Posts in 32868 Topics- by 24310 Members - Latest Member: Muzuh

May 20, 2013, 01:35:09 AM
TIGSource ForumsPlayerGeneralSub-Pixel Message Generator
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Author Topic: Sub-Pixel Message Generator  (Read 8823 times)
Corpus
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« Reply #15 on: April 16, 2008, 11:41:33 AM »

Well, it's constructed of blocks 0.333.. pixels wide and 1 pixel high.
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« Reply #16 on: April 16, 2008, 11:56:13 AM »

STill doesn't uhm "feel" like it has the same effect as the text, though.
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Corpus
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« Reply #17 on: April 16, 2008, 12:17:03 PM »

Yeah, I know what you mean. I'll have to see how it works using 0.66 x 1 instead.

Anyway. Awesome stuff, Terry!
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Annabelle Kennedy
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« Reply #18 on: April 16, 2008, 02:20:45 PM »

i might try recommending what farbs did to the text for your sprite, becuase it seemed to make the text pop a lot more.

also - just in the general subject of subpixels, what if a game was coded that like, everything was displayed, including movement, in subpixels.  just like a super low rez space shooter or something as proof of concept.  maybe i'm crazy.  but it sounds interesting.
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Corpus
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« Reply #19 on: April 16, 2008, 03:20:22 PM »

Yeah, that's what I meant when I said about doing a game using subpixels in the Eegra thread. It would probably be tricky just in terms of visual design, but it would probably be pretty interesting, too. That might even make a good idea for the next TIG competition. Well, maybe another one sometime, since it isn't really that long since Gamma 256.

For the zoomed mode, like fullscreen or whatever, you could make the code just render the subpixels as whole pixels, or groups of pixels (rather than scaling up the pixels which create the subpixel effect, which would obviously just give you lots of colourful blocks...)

I found Farbs' thing more difficult to read, so I guess it depends on your monitor and maybe even on your eyes. Maybe you could do a similar thing to what he's done, but allowing the user to calibrate the colour offset.

Also, "like fullscreen or whatever." shudder.
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Terry
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« Reply #20 on: April 16, 2008, 05:08:50 PM »

Awesome Smiley I'm quite surprised that blue thing works - I'd have guessed that it would become too blurry to make anything out, but apparently not Smiley

I was thinking of making a short adventure game at a really low res for the eegra contest (since the subpixel thing kinda ties into the "colour" theme), but not as a serious entry, more as an experimental thing. I probably won't get the time, though.

Corpus, I'd love to see a game made with this principle Grin  I dunno how you would handle the fullscreen thingy though - I was thinking that maybe you could illustrate how it works by starting with big chunky blocks with white pixels represented by a 3x3 block of three coloured lines, and zooming out right at the start of the game to the sub pixel resolution. I dunno though Tongue

(and don't worry, that's not a thread hijack. What I posted in the eegra thread was a hijack Tongue )
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Corpus
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« Reply #21 on: April 17, 2008, 06:55:13 AM »

Well, it wouldn't be too hard to program - you could just draw all of your sprites at 3 times the size you want them to be, and then have the code separate it into blocks of 3x3 pixels and work out which of the three columns are filled. It would then generate the subpixel sprite using the colours necessary to create those 'columns.'

If the images you put into it featured broken columns - if you don't know what I mean I'll upload an image to demonstrate later - it could either just treat columns as empty unless 2/3 pixels are 'used,' or adjust the brightness of that column accordingly.

Whether or not it would look any good is another matter entirely Grin

I'm not sure that I'll have the time, either... I'm studying for my exams at the minute, and doing a ridiculous amount of work for art, and I need to finish Infinite Afro, too. Actually, my exams finish a month or so before the deadline, so it should be okay. Who knows. It would be cool if someone made a game like that, though Kiss
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Melly
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« Reply #22 on: April 17, 2008, 10:21:02 AM »

I think the biggest issue with coding a game with that graphical style is that you'll be alienating people without the specific type of monitor necessary to read the images properly. Only when I got to college and looked at it in their monitors was I able to read anything, and even so it's an eye-strain. It might be interesting as a really geeky experiment, but don't expect as many people to play it or enjoy it.

It's probably worse than XNA, since the solution isn't the download and installation of a ton of extra stuff (which I did and still can't play most XNA games) but buying a different monitor.
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Corpus
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« Reply #23 on: April 17, 2008, 11:12:59 AM »

Exactly. It's pretty much the indiest game you can make.
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Melly
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« Reply #24 on: April 17, 2008, 11:55:23 AM »

XNA is so indie it snobs my computer.
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« Reply #25 on: April 17, 2008, 12:34:56 PM »

Well congratulations.
Your sub-pixel message concept somehow ended up in my dreams last night.

Anyway, it's a really cool concept, even if I can barely read it, and end up hurting my eyes in the process.
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« Reply #26 on: April 17, 2008, 03:31:21 PM »

I dunno if you saw this about two years ago or not, but I did something similar over at Pixelation, you know, since I can't do proper pixel art.

http://www.wayofthepixel.net/pixelation/index.php?topic=1882.0
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Terry
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« Reply #27 on: April 17, 2008, 03:45:46 PM »

Nope Smiley I think I read about this a while ago on a GBA forum somewhere, but I don't remember where or when Sad

Did you ever make anything with this in the end?
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« Reply #28 on: April 18, 2008, 08:10:15 AM »

Did you ever make anything with this in the end?

No, I tend to put a few hours of dedication into a project I really believe in and then HEY LOOK A BUTTERFLY!

Know what I mean?
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