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878018 Posts in 32899 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 02:34:37 AM
TIGSource ForumsDeveloperFeedbackDevLogsPhantom Island
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DrDerekDoctors
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70463070 graham@duketastrophy.demon.co.uk drderekdoctors
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« Reply #30 on: August 17, 2011, 12:29:40 PM »

As horrible as this:



Eh, Ptoing? Wink

EDIT: Also, I quite like the C64 look there. Tongue
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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ptoing
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« Reply #31 on: August 17, 2011, 12:35:00 PM »

Oh come on, we all know you love them speccy colours.
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I'm making Phantom Island with DrDerekDoctors. Here's the devlog! http://forums.tigsource.com/index.php?topic=21007
happymonster
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« Reply #32 on: August 17, 2011, 12:35:42 PM »

Sorry, the graphics really looked like they could be in a C64 game to me.. Wink
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Ishi
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« Reply #33 on: August 17, 2011, 12:36:36 PM »

The dithering does indeed look nice when it's moving. It's still a bit messy if you set the whole room to half brightness ambience, for example, but I imagine that's an unlikely case Smiley
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ptoing
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« Reply #34 on: August 17, 2011, 12:44:09 PM »

happymonster: long time you played something on a C64, eh?

Ishi: Ambience is just something Graham put in there because he could. It is unlikely to be ever used for anything else than a room being faded in and out of for a bright flash which then fades back or something like that. Darker room = smaller light circle around player.
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I'm making Phantom Island with DrDerekDoctors. Here's the devlog! http://forums.tigsource.com/index.php?topic=21007
happymonster
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« Reply #35 on: August 17, 2011, 12:45:57 PM »

Actually I was always more of an Atari 800 / Spectrum man.. Wink
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SpaceHero Command ... In Development
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DrDerekDoctors
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70463070 graham@duketastrophy.demon.co.uk drderekdoctors
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« Reply #36 on: August 17, 2011, 12:50:51 PM »

Ishi: Ambience is just something Graham put in there because he could. It is unlikely to be ever used for anything else than a room being faded in and out of for a bright flash which then fades back or something like that. Darker room = smaller light circle around player.

Yup, 'zackly. Although it might be interesting to try it with randomised grain for the ambient.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
ptoing
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« Reply #37 on: August 17, 2011, 12:57:20 PM »

Might, but I expect it would look more odd than anything.
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I'm making Phantom Island with DrDerekDoctors. Here's the devlog! http://forums.tigsource.com/index.php?topic=21007
DrDerekDoctors
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70463070 graham@duketastrophy.demon.co.uk drderekdoctors
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« Reply #38 on: August 17, 2011, 12:59:32 PM »

Yeah, I seem to recall an old test of it looking poop. :\
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
happymonster
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« Reply #39 on: August 17, 2011, 01:04:00 PM »

Have you tried a Halftone style dither?  Well, hello there!
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
DrDerekDoctors
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70463070 graham@duketastrophy.demon.co.uk drderekdoctors
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« Reply #40 on: August 17, 2011, 01:06:29 PM »

Bog off, bumface. Wink
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
happymonster
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« Reply #41 on: August 17, 2011, 01:07:12 PM »

Boohoo!  Crazy
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SpaceHero Command ... In Development
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DrDerekDoctors
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70463070 graham@duketastrophy.demon.co.uk drderekdoctors
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« Reply #42 on: August 17, 2011, 01:12:50 PM »

Progress Update (for Monday, as I've felt like shit ever since):

Added linking/tying of entities.

Linking basically allows very simple logic flow to be put into the game easily. Effectively you link one entity to another (like a switch to a platform) and the link itself contains data which says which settings of the platform it enables/disables as a bitflag and whether they're altered permanently or just while you're in the room. This means to save the state of 95% the game, all I have to do is save a single integer for each entity instead of having differing save functions by entity. Lovely. Smiley

Ties are just physical ties. Like if you have a turret-style enemy you can stick it to a platform's underside so it tracks with it.

Next up: Um, ooh, not sure.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
Ishi
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« Reply #43 on: August 17, 2011, 01:19:09 PM »

Player entity?
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ptoing
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« Reply #44 on: August 17, 2011, 01:19:31 PM »

Player entity is already there, as a pink block.
I am not in my normal workspace atm since there are renovations going on. But once I am back and have proper space I will start to do some concept art for monsters and of course the player as well. For now Mr. Magenta will have to do.

Animation/Enemy editor?

Big Scanline mockup
Tho our scanlines probably wont look as funky as Graham does not feel like shaders :B (can't blame him)

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I'm making Phantom Island with DrDerekDoctors. Here's the devlog! http://forums.tigsource.com/index.php?topic=21007
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