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TIGSource ForumsCommunityDevLogsMoonQuest
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Thecoolestnerdguy
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« Reply #1180 on: November 22, 2012, 12:28:17 AM »

whoops..



3d Moon Man and his
Quote from: rek link=topic=21997.msg807775#msg807775date=1351182864
Abed's programmable children:



Is this... Epileptic heaven?

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Eigen
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« Reply #1181 on: November 22, 2012, 02:05:08 AM »

Hey, did you sort the libfreetype error out? If you haven't perhaps I can help because I went trough the same trouble with my game. Simply including the dylib file in your game won't work because the SFML graphics lib file still looks for it some other place on disk instead of the app folder. Here's how you fix it

And all those screenshots you've posted are totla rad! Hand Thumbs Up Right

edit: Okay, I tried out the Mac build. In general seems to be working fine. You probbly know it but when re-sizing the window, the whole thing glitches up for a sec and you see bits of desktop below and whatnot. Perhaps when you detect a resize event, black out the screen and display a label showing the window size or something. Or a Moonman logo or the title screen graphics which is totally beautiful. Also, there seems to be some scaling artifacts with the moonmap sprite. I've encounted the same problem myself and padding the sprite with an empty pixel or two should solve it.

« Last Edit: November 22, 2012, 04:25:41 AM by Eigen » Logged

eigenbom
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« Reply #1182 on: November 22, 2012, 01:14:58 PM »

@eigen, thanks for the freetype issue link, I'll look into it soon. Yeh I had to stuff around with install_name_tool when I made a mac version of moonman last year (for the tigadvent thingo). Smiley

The scaling artifacts is a weird problem, and I hadn't thought of how to fix it, but padding the textures sounds like a good solution -- although it's going to require lots of changes as I manage my spritemaps manually at the moment. Shocked

cheers!
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eigenbom
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« Reply #1183 on: November 22, 2012, 07:48:28 PM »

screen-shot of the bloom map, which will be screened over the final composited scene

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eigenbom
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« Reply #1184 on: November 22, 2012, 08:06:32 PM »

not what i'm after but still looks interesting Wink
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eigenbom
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« Reply #1185 on: November 22, 2012, 08:55:12 PM »

Update: After some experimentation (see above!), I implemented some new rendering effects. You can toggle the fancy rendering mode in-game, depending on whether it slows your machine down or not. It just adds a little bit of flair, but I still like the flat shaded default mode, so that'll stay in there too.


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mokesmoe
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« Reply #1186 on: November 23, 2012, 01:58:57 AM »

Those windows look amazing with the fancy rendering. Ground looks neat too.
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happymonster
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« Reply #1187 on: November 25, 2012, 12:14:32 PM »

Still tinkering with the look? Smiley
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eigenbom
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« Reply #1188 on: November 25, 2012, 07:22:12 PM »

i'll be tinkering forever... :/

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Code_Assassin
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« Reply #1189 on: November 25, 2012, 07:26:31 PM »

snip

Added an outline to the top layer of the world? Looks interesting.
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gimymblert
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« Reply #1190 on: November 25, 2012, 07:28:15 PM »

I prefer better the more ascii looking it was Sad
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eigenbom
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« Reply #1191 on: November 25, 2012, 07:33:19 PM »

yeh me too gimmmmmy
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eigenbom
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« Reply #1192 on: November 25, 2012, 07:45:08 PM »

the main problem with not having an outline is that the separation between foreground and background has to be done entirely with colour, which is a pain in the butt. here's a lighter outline..



.. and with it switched off ..

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happymonster
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« Reply #1193 on: November 25, 2012, 11:45:14 PM »

Now, it's getting blurry.

I agree with Gilbert, the more ASCI styling worked better.
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Geeze
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« Reply #1194 on: November 26, 2012, 12:03:03 AM »

Could you try doing the outlines by making outmost pixels (foreground) a bit darker? That wouldn't mess with pixel resolutions.
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nikki
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« Reply #1195 on: November 26, 2012, 05:02:30 AM »

WARNING: strong opinion

@eigenbom : since you originally use an ascii character as head , and many straight Code page 437 characters you ought to keep yourself constrained more.

I mean your already way ahead of the roguelike scene by
*working in layers.
*moving in float/px instead of character sizes.
*having box2d under the hood

No need at all to go overboard with shaders, bloom fx, and all those fancy rendering techniques your playing with. Actually I've given the first test version a go originally, since I have an older laptop there where many problems (which where fixed) but the later version introduces many more graphic horror problems, And imo this sort of game needn't be so processor/graphiccard heavy at all.   

It looks like your getting sidetracked quite regularly by graphic plans, to eventually
* make the game unneccesary heavier
* roughly come back where you started

as experiments I understand that completely, and as learning exercises.
But if the goal is to create this game I feel it's not usefull .

Don't take this post as agression or anything like that, I just fear I won't be playing this game any time soonish,  and you won't be making the *game* better. Just prettier in some opinion.

actually I could have posted
Quote
less is more

and would've practice what I preach here  Wink

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eigenbom
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« Reply #1196 on: November 26, 2012, 02:16:21 PM »

@nikki Thanks, yeah I needed a slap around the head. Wink

I am getting sidetracked a lot experimenting with graphics stuff, partially because I enjoy it, and partially because I'm trying to come up with a unique look.

Roguelikes were inspiration, but I don't know if its in the same category. But you're absolutely right, I should focus on what MM already has (layers, blah, ...) instead of what it doesn't have. I've lost objectivity so its hard to keep track of what MM might be to players.

My absolute priority is to get this game done (within 6 months at the most I think), and so maybe I should just cut my losses and tear a few of the graphics things back down..

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nikki
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« Reply #1197 on: November 26, 2012, 02:53:14 PM »

Glad you take it like it's meant.

You can return the slapping when I get out of the closet with my project.
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happymonster
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« Reply #1198 on: November 26, 2012, 02:58:24 PM »

A more Asci look would work for me, but I enjoy seeing the graphical experimentation. Hope you can come up with a look you like.. Smiley
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gimymblert
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« Reply #1199 on: November 26, 2012, 04:02:13 PM »

Ascii Is half the identity of the project, plus there is a kind of ironic tone that enhance the smile of moonman : P
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