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877061 Posts in 32845 Topics- by 24286 Members - Latest Member: himowa

May 18, 2013, 12:29:34 PM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman (v0.3 win+osx 01/02/13)
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Author Topic: moonman (v0.3 win+osx 01/02/13)  (Read 81351 times)
DustyDrake
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« Reply #825 on: July 10, 2012, 12:02:37 AM »

Huh.
I liked the previous one better (wonder why, heh.), but that seems to make more sense with moonman's flat style.
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rek
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« Reply #826 on: July 10, 2012, 06:32:56 AM »

Update: Did a few adjustments to the lighting.

MUCH better! All the shading was making everything so busy and dark.
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eigenbom
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« Reply #827 on: July 10, 2012, 07:52:43 PM »

Yeh I'm really struggling with the lighting, here's some more pics. There's always some situations where the lighting looks a bit funny, but I think I'll finish this up next week and then move on to more interesting world generation, adding block types, etc. I can always come back to it later.



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jmcmorris
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« Reply #828 on: July 10, 2012, 08:25:48 PM »

Nice lighting. What was the reason for simplifying the shadows? It looks like there are less steps to pure darkness. Lighting is definitely a tricky beast. Good luck with it!
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eigenbom
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« Reply #829 on: July 10, 2012, 08:35:26 PM »

I didn't like having multiple parallel bands of shading, it made it look a bit 3d I guess. And I'm trying, trying to adhere to a minimalist aesthetic, whether I'm succeeding or not, I don't know .. :| And thx!
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sk2k
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« Reply #830 on: July 10, 2012, 09:11:05 PM »

Oh, i like to look of that game. Somehow the graphic style reminds me of the old game Below the Root.

Can't wait to try it. Smiley
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happymonster
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« Reply #831 on: July 10, 2012, 11:15:31 PM »

I think I prefer it without the lighting.  Shrug
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
eyeliner
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« Reply #832 on: July 11, 2012, 01:44:39 AM »

Is that lighting of a kind of "fog of war"? If it is a "fog of war", you'd better make that possible to remove entirely by exploring. Hand Shake LeftApoplectic

I have an OCD that makes me want to remove every single bit of black spots from the map. I hate it when I can't.
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I'm doing this: Ballin'
eigenbom
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« Reply #833 on: July 11, 2012, 02:08:23 AM »

Is that lighting of a kind of "fog of war"? If it is a "fog of war", you'd better make that possible to remove entirely by exploring. Hand Shake LeftApoplectic

It's just lighting at the moment, it's not based on what is visible, but rather the shortest distance of a block to an empty 'light' block.

Quote
I have an OCD that makes me want to remove every single bit of black spots from the map. I hate it when I can't.

Cheesy I know what you mean.

@happymonster, I prefer no lighting when moonman is above ground, and lighting when he is below ground. But I can't resolve this inconsistency.
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Belimoth
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« Reply #834 on: July 11, 2012, 02:24:30 AM »

Player-placed blocks are always lit? Some scenarios have lighting and some don't? Differentiate between natural and artificial light to seperate above- and below-ground regions?
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rek
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« Reply #835 on: July 11, 2012, 06:45:30 AM »

Yeh I'm really struggling with the lighting, here's some more pics. There's always some situations where the lighting looks a bit funny, but I think I'll finish this up next week and then move on to more interesting world generation, adding block types, etc. I can always come back to it later.



That looks pretty hinky, but fixable. Maybe slightly randomize (by a block or two) how deep light penetrates, and don't draw shadows for areas less than X blocks wide... Anyway, you'll find a solution.
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Ocid
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« Reply #836 on: July 11, 2012, 01:42:48 PM »

I think the more simplified lighting looks best for what you've shown but I might also be with happymonster on this one in that I like it aswell without the lighting.
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GCshepard
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« Reply #837 on: July 12, 2012, 02:18:35 PM »

I'd say try having the lighting levels decrease twice as fast on the foreground. That would get rid of the problem that I see most in the castle screenshot.
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eigenbom
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« Reply #838 on: July 12, 2012, 05:23:58 PM »

@belimoth, some good ideas, thx!

the for the comments guys, the image I showed is probably one of the worser case scenarios, @rek randomising the energy attenuation is a good idea, and would break up the straight lines at least.

@gcshepard, doing that would produce a similar result for castles with thinner walls.
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happymonster
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« Reply #839 on: July 13, 2012, 02:58:08 PM »

For the lighting, I'd say it works better with the inter-block shading rather than the whole block approach. It looks a tricky problem though..
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
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