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877692 Posts in 32880 Topics- by 24316 Members - Latest Member: CosmiteGames

May 20, 2013, 08:12:44 AM
TIGSource ForumsDeveloperFeedbackDevLogsScreenshot Saturday
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Author Topic: Screenshot Saturday  (Read 116650 times)
DanFessler
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« Reply #510 on: June 04, 2012, 10:01:25 AM »



Really having a lot of fun doing art and level design, nice change from programming - getting a chance to feel creative rather than staring at text.

this is looking really hawt man.  Makes me wonder if you can somehow get the radial light from the player to match the same resolution as the tile's pixels.  I think it's at 2x the resolution?
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Claw
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« Reply #511 on: June 06, 2012, 01:39:13 PM »

this is looking really hawt man.  Makes me wonder if you can somehow get the radial light from the player to match the same resolution as the tile's pixels.  I think it's at 2x the resolution?

Cheers; it's possible to get the lighting and pixel ratio in line, gonna try it out at some point - just that there's a lot of other stuff that's not going to match up pixel perfect, as some things may be rendered at different resolutions.

Checking it out is deffo on the todo list though  Smiley
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DanFessler
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« Reply #512 on: June 06, 2012, 05:58:19 PM »

just that there's a lot of other stuff that's not going to match up pixel perfect, as some things may be rendered at different resolutions.

This makes me really really sad Sad
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Claw
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« Reply #513 on: June 06, 2012, 11:25:10 PM »

This makes me really really sad Sad

Theres a vid here if you want to check out what I mean: http://www.youtube.com/watch?v=x3A_7ugn79M

Most notably the 'pulse/shockwave/ripple' effect. I'm keeping all the art one resolution, I just mean the effects and shader elements will be higher res because it looks way better - like for the shadows.
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Indecom
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« Reply #514 on: June 07, 2012, 04:29:58 PM »



screenshot of my dungeon generator in place, no lighting effects are established just yet and the stat bars / inventory is non functioning at the moment.
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namragog
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« Reply #515 on: June 07, 2012, 04:39:12 PM »

OH GOD NO

Well that destroys my eyes. Thanks  Facepalm
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John Sandoval
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« Reply #516 on: June 07, 2012, 04:44:25 PM »

yeah, you generally don't want to do that with 1 bit graphics
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Evan McClane
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« Reply #517 on: June 07, 2012, 05:02:18 PM »

Looks really busy.  That floor tile is unnecessary, you could probably replace it with solid black and it wouldn't be so noisy.
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Hempuli‽
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« Reply #518 on: June 07, 2012, 05:20:54 PM »

The inventory looks neat, though! Smiley
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GNNNRRBRRNIBRIR
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« Reply #519 on: June 07, 2012, 05:31:09 PM »

The tiles in that shot are all just placeholder at the moment, i'm working on making better tiles that are easier on the eyes as we speak.
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« Reply #520 on: June 08, 2012, 04:23:38 PM »

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Indecom
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« Reply #521 on: June 08, 2012, 05:48:04 PM »

progress, keep in mind the tiles are still temporary, i'm just testing out the lighting system, shadows still need implementing.




It's still rather busy, but since the game is still young that'll change in the coming updates!
« Last Edit: June 08, 2012, 11:08:05 PM by Indecom » Logged

poe
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« Reply #522 on: June 08, 2012, 05:49:16 PM »



Love it. What is it?
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« Reply #523 on: June 09, 2012, 03:29:40 AM »

Working on a new dungeon for 99 Levels to Hell

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Eigen
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« Reply #524 on: June 09, 2012, 04:13:05 AM »



If you kept the whole game like that, black-on-pleasantly soft white, then that would be so awesome. The current pure white on pure black is very harsh to look at. Also, it would be awesome if the whole thing took place on a piece of paper. It would be like an interactive book with some story text in between. Each floor of the dungeon would be separate page and when you complete it, you turn to another page. I would love to play something like that ... not so sure with the current look of the level.
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