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peous
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« Reply #735 on: May 30, 2012, 11:45:40 PM » |
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Screenshot also shows a little problem with the block hues, the 2d hash is not performing as well as I need it to, but it'll have to go way down on the todo list.
In the end I feel hue changes closer to a "jpeg compression artefact" than a really nice effect. Maybe lightness variation could be better. Or nothing. Or variation just around caves borders. But there random hue variation doesn't looks that good 
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eigenbom
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« Reply #736 on: May 31, 2012, 12:36:37 AM » |
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thx for your input, it's actually growing on me though .. i'll take another look in a few weeks once it's settled in :D
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mokesmoe
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« Reply #737 on: May 31, 2012, 11:24:47 AM » |
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I liked them in the dirt in the first picture, but they look bad in the stone at the beginning of your video. I think if they were actual hue changes in that grey things aren't affected that might look better.
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eigenbom
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« Reply #738 on: May 31, 2012, 02:01:54 PM » |
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Thanks dude. The tinting can actually be specified on a per-block basis in the resource files, and I've got the rock tinting to a fairly strong blue, but I'll reduce that now I've got some feedback. 
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oyog
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« Reply #739 on: May 31, 2012, 07:10:43 PM » |
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i got a dislike on my video! aw no! My game is an affront to someone's sensibilities ...
Someone's probably allergic to cats.
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Ninja Dodo
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« Reply #740 on: June 03, 2012, 09:51:03 AM » |
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I was watching your latest video and one thing I thought was a bit confusing at first was that I didn't initially make the connection between moonman's chopping and the blocks falling because they were so far out of range. Was going to suggest giving the character some different poses for chopping depending on where you're clicking and started drawing some in Photoshop, but... I don't think they really fit with the style. I also realize I really don't know how to do pixel art. Anyway:  Don't know if you plan on doing any animation for more specific actions, and even if you are I'm not sure these are especially helpful suggestions, but there you go.  Good luck with the project!
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Geeze
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« Reply #741 on: June 03, 2012, 11:14:11 AM » |
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To me it looks a bit odd in 2d if moonman can hit blocks without touching them. Maybe he has telescopic tools that extend on demand? That could look sweet.
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eigenbom
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« Reply #742 on: June 03, 2012, 03:26:14 PM » |
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Yeh, currently moonman can chop anywhere, but limiting the chopping radius is definitely in my TODO list.  @ninjadodo thx, those poses are great!  I've really got to spend some time on all the animations, they are really quite sucky at the moment. 
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namragog
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« Reply #743 on: June 03, 2012, 03:36:32 PM » |
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I never know what to say about moonman, so I don't post. But it looks like a moonman.
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Namragog. I love you. Be creepy forever. 
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jmcmorris
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« Reply #744 on: June 03, 2012, 07:49:53 PM » |
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Yeh, currently moonman can chop anywhere, but limiting the chopping radius is definitely in my TODO list.  @ninjadodo thx, those poses are great!  I've really got to spend some time on all the animations, they are really quite sucky at the moment.  I implemented this in my game. It is really easy. Just calculate the difference between the position clicked and the character call it xd and yd. distance = sqrt(xd * xd + yd * yd) Then you can limit the distance to whatever you want. if distance > 100 then return
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Belimoth
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« Reply #745 on: June 03, 2012, 09:00:09 PM » |
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Yeh, currently moonman can chop anywhere, but limiting the chopping radius is definitely in my TODO list.  Are you going to limit the radius within which clicking on a block is effective? Or will you be limiting the actual distance that the mouse cursor can be from moonman? The second would be less frustrating but maybe that won't work with the rest of your interfaces, idk. 100% in favor of more animations.
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eigenbom
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« Reply #746 on: June 03, 2012, 09:33:13 PM » |
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@jmcmorris, thx for the tip  although can i recommend doing if MAX_DIST*MAX_DIST> xd*xd+yd*yd then..
in future..  @belimoth You'll be able to click anywhere on screen, in order to inspect things far away, select items from your inventory, use the menu, etc. and I think I'll change the cursor when you're able to use the currently wielded item on the block/target/thing under the cursor.
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Belimoth
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« Reply #747 on: June 03, 2012, 09:39:46 PM » |
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I like that.
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peous
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« Reply #748 on: June 03, 2012, 11:20:27 PM » |
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100% in favor of more animations.
Even if Ninja Dodo's artwork is really nice (like the motion in the pics), I would warn against too precise animations, because they take a lot of time. I can get used to moonman not having any anim but if you do animations, then you have to do it for all blocks positions, and it seems a lot of work... If you can find generic animations... Hmmm... Maybe he can throw his axe ?
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jmcmorris
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« Reply #749 on: June 03, 2012, 11:30:52 PM » |
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@jmcmorris, thx for the tip  although can i recommend doing if MAX_DIST*MAX_DIST> xd*xd+yd*yd then..
in future..  @belimoth You'll be able to click anywhere on screen, in order to inspect things far away, select items from your inventory, use the menu, etc. and I think I'll change the cursor when you're able to use the currently wielded item on the block/target/thing under the cursor. Haha, sure if you are doing this calculation a lot then you can save a little by doing that. I only do it when the player clicks so the few extra instructions probably don't make that big of a difference. 
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