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DrDerekDoctors
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« Reply #30 on: August 17, 2011, 12:29:40 PM » |
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As horrible as this:  Eh, Ptoing?  EDIT: Also, I quite like the C64 look there. 
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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/
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ptoing
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« Reply #31 on: August 17, 2011, 12:35:00 PM » |
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Oh come on, we all know you love them speccy colours.
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happymonster
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« Reply #32 on: August 17, 2011, 12:35:42 PM » |
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Sorry, the graphics really looked like they could be in a C64 game to me.. 
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Ishi
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« Reply #33 on: August 17, 2011, 12:36:36 PM » |
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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 
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ptoing
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« Reply #34 on: August 17, 2011, 12:44:09 PM » |
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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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happymonster
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« Reply #35 on: August 17, 2011, 12:45:57 PM » |
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Actually I was always more of an Atari 800 / Spectrum man.. 
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DrDerekDoctors
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« Reply #36 on: August 17, 2011, 12:50:51 PM » |
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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/
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ptoing
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« Reply #37 on: August 17, 2011, 12:57:20 PM » |
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Might, but I expect it would look more odd than anything.
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DrDerekDoctors
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« Reply #38 on: August 17, 2011, 12:59:32 PM » |
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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/
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happymonster
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« Reply #39 on: August 17, 2011, 01:04:00 PM » |
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Have you tried a Halftone style dither? 
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DrDerekDoctors
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« Reply #40 on: August 17, 2011, 01:06:29 PM » |
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Bog off, bumface. 
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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/
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happymonster
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« Reply #41 on: August 17, 2011, 01:07:12 PM » |
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Boohoo! 
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DrDerekDoctors
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« Reply #42 on: August 17, 2011, 01:12:50 PM » |
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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.  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/
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Ishi
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« Reply #43 on: August 17, 2011, 01:19:09 PM » |
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Player entity?
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ptoing
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« Reply #44 on: August 17, 2011, 01:19:31 PM » |
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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 mockupTho our scanlines probably wont look as funky as Graham does not feel like shaders :B (can't blame him)
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