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April 19, 2024, 01:32:04 AM

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TIGSource ForumsCommunityDevLogsPIONEERS (Build 7)
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Author Topic: PIONEERS (Build 7)  (Read 149801 times)
Joshua
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« Reply #540 on: April 23, 2013, 04:06:09 PM »


Fig. 2. A more complete example.

I think this is the right direction to head. Perhaps small tweaks to initial curve width, and rect distribution. In addition, I should probably clean up all of the little unattached bits.

Now to try and figure out what the tiles should look like.
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Cellusious
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« Reply #541 on: April 24, 2013, 02:01:37 AM »

Fanart, in some sense or another. Color scheme, dithering.. hidden meaning..

 Beer!
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Eigen
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« Reply #542 on: April 24, 2013, 05:10:45 AM »

Fanart, in some sense or another. Color scheme, dithering.. hidden meaning..


Wow, thanks man! Looks very nice but what does it meeeeeeeaaaannnnnidontunderstand ...
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Joshua
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« Reply #543 on: April 24, 2013, 05:51:03 AM »

Thanks Cellusious!  Gentleman
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Cellusious
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« Reply #544 on: April 24, 2013, 07:34:24 AM »

i want a poster on my wall of a pioneers screenshot btw.
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PeteDevlin
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« Reply #545 on: April 24, 2013, 12:02:38 PM »

This looks like a breath of fresh air, keep up the good work!
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jO
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« Reply #546 on: April 24, 2013, 12:44:53 PM »

Now to try and figure out what the tiles should look like.

I'm curious to see what you come up with. I've been banging me head for weeks against drawing tiles that actually make it look like a proper cave.
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Pixelulsar
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« Reply #547 on: April 24, 2013, 01:16:10 PM »

Really nice cave generation.

That map looks very map-like, which is obviously a good thing.  I prefer number 1 for the trees.
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Joshua
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« Reply #548 on: April 25, 2013, 11:11:18 AM »



Took a shot at the underground tiles. It isn't Eigen's style, but that can be fixed. Thoughts?
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tchassin
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« Reply #549 on: April 25, 2013, 11:23:08 AM »

Pretty neat  Hand Thumbs Up Right
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happymonster
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« Reply #550 on: April 25, 2013, 11:27:18 AM »

Nice! Although the walls look a bit too brick like at the moment for a natural cave. Maybe the floor is a bit too dotty at the moment too?

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Joshua
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« Reply #551 on: April 25, 2013, 11:30:41 AM »

I agree that it is pretty noisy. I'm trying to find a good way to differentiate what is floor and what is wall.  I currently have three different floor tiles. Maybe a fourth that is more frequent and more spare? Concerned
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happymonster
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« Reply #552 on: April 25, 2013, 11:37:02 AM »

I'd have the floor more black with small rock / stalagmite details.
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Eigen
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« Reply #553 on: April 25, 2013, 12:32:58 PM »

Awesome! Kiss

Dithering is definately key to making it more Pioneers-esque. I'm not sure how to approach the floor though. The details are certainly too large compared to the character sprite. Plus character sprites are mostly black and blue so they kind of disappear. They were drawn to be visible on green.




Here's my idea for the palette, as I mentioned I would probably use something with more red in it. The character on the left is the original sprite with the correct colors and it pretty much disappears. Then again, maybe it fits ... lack of lighting and all. The one on the right using different order for the colors but that would mean making another set of sprites just for the caves.

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happymonster
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« Reply #554 on: April 25, 2013, 12:36:13 PM »

Why not use the dark red for the floor (even if dithered?)
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tchassin
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« Reply #555 on: April 25, 2013, 01:32:06 PM »

The problem is that your character sprite was made to be displayed on a rather light background. Maybe you could add some sort of halo that would simulate a torch or something.

A quick edit:
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Eigen
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« Reply #556 on: April 25, 2013, 01:42:10 PM »

Yes, that's the ticket! My idea for the torches was to simply cut off the outside areas but this could work too. But I would still stop drawing outside a certain radius because otherwise you don't really explore if you see everything.
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Eigen
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« Reply #557 on: April 26, 2013, 12:01:21 PM »

Here's my take on the cave lighting.



We're now discussing options how to actually render it. No shaders so it will require some manual pixel setting in several passes. Can't wait ... Lips Sealed
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Cellusious
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« Reply #558 on: April 26, 2013, 12:06:14 PM »

Here's my take on the cave lighting.



We're now discussing options how to actually render it. No shaders so it will require some manual pixel setting in several passes. Can't wait ... Lips Sealed

3D with low res light pass
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happymonster
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« Reply #559 on: April 26, 2013, 01:45:04 PM »

Here's my take on the cave lighting.



We're now discussing options how to actually render it. No shaders so it will require some manual pixel setting in several passes. Can't wait ... Lips Sealed

That looks great!
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