Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

997709 Posts in 39118 Topics- by 30522 Members - Latest Member: ISODev

April 16, 2014, 08:00:10 AM
TIGSource ForumsFeedbackDevLogsPioneers (New build!)
Pages: 1 ... 36 37 [38] 39 40 ... 47
Print
Author Topic: Pioneers (New build!)  (Read 66222 times)
happymonster
Level 10
*****



View Profile WWW
« Reply #555 on: April 25, 2013, 12:36:13 PM »

Why not use the dark red for the floor (even if dithered?)
Logged

SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
tchassin
Level 1
*


Grump

bonhomme.pix-art@hotmail.fr
View Profile Email
« Reply #556 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:
Logged

             
Eigen
Level 10
*****


Jebus backups.


View Profile WWW
« Reply #557 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.
Logged

Eigen
Level 10
*****


Jebus backups.


View Profile WWW
« Reply #558 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
Logged

Cellusious
Level 6
*



View Profile WWW
« Reply #559 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
Logged

happymonster
Level 10
*****



View Profile WWW
« Reply #560 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!
Logged

SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
JobLeonard
Level 7
**



View Profile
« Reply #561 on: April 28, 2013, 12:02:16 PM »

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
Can't you "fake it" in the tile-mapper?
Logged
arkhometha
Level 0
*


View Profile
« Reply #562 on: May 01, 2013, 04:08:18 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

Looks great, Eigen! I'm looking forward for your next release.
Logged
eobet
Level 4
****


8-bit childhood


View Profile WWW
« Reply #563 on: May 05, 2013, 01:01:47 AM »

Looks awesome!

How realistic is this game? And with that I mean, what can you reasonably expect to find in a cave apart from angry bears? If you go seeking gold, that would entail quite a mining operation, and in the new world, gold was more abundant in rivers anyway, wasn't it?

Or are we going full Indiana Jones style underground temples with traps, treasure and mad worshiping tribes people?
« Last Edit: May 05, 2013, 01:35:22 AM by eobet » Logged
makerimages
Level 2
**


Makerimages Studios


View Profile WWW Email
« Reply #564 on: May 05, 2013, 02:44:15 AM »

Hey again, I havent been active in here for a long time due to a project in development, but I have noticed the lack of dev streams(Why so??)and I`ll be reading the recent posts ASAP.

Keep on rockin`!
Logged

Makerimages-Its in the pixel
Eigen
Level 10
*****


Jebus backups.


View Profile WWW
« Reply #565 on: May 06, 2013, 08:55:11 AM »

Thanks guys! I'm glad you like the caves. Josh did a great job with it. I'm really looking forward to seeing it get implemented.


Looks awesome!

How realistic is this game? And with that I mean, what can you reasonably expect to find in a cave apart from angry bears? If you go seeking gold, that would entail quite a mining operation, and in the new world, gold was more abundant in rivers anyway, wasn't it?

Or are we going full Indiana Jones style underground temples with traps, treasure and mad worshiping tribes people?

Not too realistic I think. I don't want to limit myself too much because already I've discarded magic which could've been fun. I can have [herbal] potions and whatnot but no magic spells. Regarding the caves I'm thinking more along, as you said, Indiana Jones. That is, caves may be underground temples or burial grounds of sorts, so big treasures to be found potentially.

Traps and hazards
+
Getting utterly lost
+
Them golds
=
Risk + reward

They would also serve as shortcuts below dense forest or hilly areas I imagine. Less about mining I think. You have a pickaxe to work through piles of collapsed stones but perhaps it could also be used for minging. We'll see.


Hey again, I havent been active in here for a long time due to a project in development, but I have noticed the lack of dev streams(Why so??)and I`ll be reading the recent posts ASAP.

Yeah, sadly my development time has crawled to a halt. Partly because I'm currently reorganizing my work life but also because I've been feeling rather empty lately. I look at the code and I just can't force myself to do crap. I haven't been able to find a steady rhythm so somedays I get a lot done and then there are longer periods I don't do anything. It's not that I don't want to, I do, but I just can't begin. There are certainly ways to remedy that but that's a different topic altogether.


Not to say I've been slacking. Yesterday I started thinking and drawing a new visual for the town. I really want to break different game sections into different visual styles and I've been imagining a full-screen graphics pieces for the town from day one. Sadly that is more work than I can pull off (with decent results anyway), so to get away from the tile based rendering as it was previously and how the main game looks, I made this:



(Click for 1920 x 1080 image)

This breaks away from the main game style perspective-wise while still allowing me to use the assets I've already created with lots of room for detail. It's possible I will do some backgrounds for the different buildings in the town, so when you go to the tavern, you actually see its innerds but I'm not sure. Maybe. Someday.

The background is rather big and obviously scrolls around in the game as you move between different locations.

Time spent: too long

I want to add more different buildings and whatnot. Still WIP. Some bits I'm happy about, some not so much. I easily spent ~3 hours on the waves along the coast trying out all sorts of dithering options but everything looked noisy and crap.
« Last Edit: May 06, 2013, 09:01:11 AM by Eigen » Logged

Panurge
Level 3
***



View Profile WWW Email
« Reply #566 on: May 06, 2013, 08:59:50 AM »

I love the way this is developing.

The screenshot above is gorgeous but something is bugging me about the perspective. I'm no artist so I'm not sure exactly what to advise but I think it's largely because the buildings are all the same size. Also the pier looks a little skewed.
Logged

happymonster
Level 10
*****



View Profile WWW
« Reply #567 on: May 06, 2013, 09:11:14 AM »

That large image is stunning! Well done.. Smiley
Logged

SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
Eigen
Level 10
*****


Jebus backups.


View Profile WWW
« Reply #568 on: May 06, 2013, 09:14:12 AM »

You might be right. It's not bothering me because I've been looking at it for so long plus I usually don't care about perspective issues unless they are really noticable. I'm not even sure what angle this is ... sort of top down but not really. Having everything visible at once also breaks it a bit. Unless you play in 1920x1080 you see a much smaller area at once so the perspective issues might be less noticable.


That large image is stunning! Well done.. Smiley

Thank you Smiley
Logged

dukope
Level 2
**


View Profile WWW
« Reply #569 on: May 06, 2013, 09:34:44 AM »

A BIG SEASIDE PICTURE

My new desktop background.
Logged

Pages: 1 ... 36 37 [38] 39 40 ... 47
Print
Jump to:  

Theme orange-lt created by panic