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1025466 Posts in 41090 Topics- by 32696 Members - Latest Member: AVTeam

July 22, 2014, 07:14:59 AM
TIGSource ForumsFeedbackDevLogsChasm [2d action-rpg platformer]
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Author Topic: Chasm [2d action-rpg platformer]  (Read 46848 times)
Ashkin
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« Reply #60 on: January 02, 2013, 11:08:03 PM »

I think you should use larger chunks rather than just pixels- right now it looks like it's bursting into spiders or something.
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Gabriel Verdon
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« Reply #61 on: January 03, 2013, 06:57:17 AM »

Cool stuff - I saw you posting about that on twitter.

I agree with Ashkin though, it looks a lot like you are trying to wedge in cool technical effects rather than doing what would look best for the game. I think larger chunks and splinters would look better.
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joedev
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« Reply #62 on: January 03, 2013, 09:59:00 AM »

That explosion looks pretty awesome, but I agree that maybe the chunks should be a little bit bigger.

Is every pixel becoming it's own particle in the gif?
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DiscordGames
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« Reply #63 on: January 03, 2013, 10:18:09 AM »

That explosion looks pretty awesome, but I agree that maybe the chunks should be a little bit bigger.

Is every pixel becoming it's own particle in the gif?

Yea, right now when stuff is destroyed, it's 1:1 pixel to particle. We thought it looked pretty cool, but I guess I'll have to think about it a bit more.

Edit: OK, I have a really cool idea on how to improve this... I just need to figure out how to do it.
« Last Edit: January 03, 2013, 10:34:00 AM by DiscordGames » Logged
Bandreus
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« Reply #64 on: January 03, 2013, 10:35:43 AM »

Yea, right now when stuff is destroyed, it's 1:1 pixel to particle. We thought it looked pretty cool, but I guess I'll have to think about it a bit more.

If you turn every sprite's pixel into a particle, it sells more as disintegrating or turning something into dust (which might be a cool effect in itself if tweaked more).

But as long as smashing a crate with a sword, it definitely looks off. You do expect pieces of wood and splits flying everywhere, rather than the entire thing being pulverized.

It does look cool, it's just that it doesn't fit well the object being destroyed, and the tool used to make it happen.
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Gabriel Verdon
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« Reply #65 on: January 03, 2013, 10:45:01 AM »

Yea, right now when stuff is destroyed, it's 1:1 pixel to particle. We thought it looked pretty cool, but I guess I'll have to think about it a bit more.

If you turn every sprite's pixel into a particle, it sells more as disintegrating or turning something into dust (which might be a cool effect in itself if tweaked more).

I agree with this - i think the effect would look awesome for certain enemy types or sand/dust type objects.
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happymonster
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« Reply #66 on: January 03, 2013, 10:51:46 AM »

If you keep the code as it is, but clump some adjacent pixles into various size shapes (i.e. all the particles in the clump have the same angle and momentum) then that would give you the explosion effect with different sized clumps.
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SpaceHero Command ... In Development
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DiscordGames
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« Reply #67 on: January 03, 2013, 10:58:54 AM »

If you keep the code as it is, but clump some adjacent pixles into various size shapes (i.e. all the particles in the clump have the same angle and momentum) then that would give you the explosion effect with different sized clumps.

This is what I'm planning on doing. Reading up on the Voronoi method (http://en.wikipedia.org/wiki/Voronoi_diagram) to break the sprites into chunks, then the entire chunk will basically be one particle.

Thanks for the feedback guys, I appreciate it.
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DiscordGames
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« Reply #68 on: January 03, 2013, 02:38:25 PM »

Haha alright, so after the negative feedback I decided to attempt this a bit differently. This time, I'm randomly generating shards out of the sprite, loading those shards into dynamic particles, and then setting them loose! In this clip, the crate is split into 15 shards (a bit more efficient than 360-some particles), however there's a little overhead in generating the Color[,] for the pixel data that I really need to optimize if I stick with this.

Also, if you're wondering why we didn't just make some shard textures, it's because I'd like this to be dynamic and work with more complex things like enemies as well without us creating new content constantly.



Ps. I ran into a physics bug when I was writing it where stuff sank into the ground. Thought it looked pretty cool so I had it do that instead of fade out or disappear.
« Last Edit: January 03, 2013, 07:52:50 PM by DiscordGames » Logged
happymonster
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« Reply #69 on: January 03, 2013, 02:57:37 PM »

Much better!!
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SpaceHero Command ... In Development
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DiscordGames
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« Reply #70 on: January 03, 2013, 06:55:33 PM »

So I got to thinking of other uses for this thing. Eye enemies no longer explode into pixels to say the least :D



The slicing is completely random right now so you end up with all sorts of cool variations when killing eyeballs! Also, I optimized the sprite slicing code so there's absolutely no memory allocations during gameplay now. I just need to write a proper system for handling the actives.
« Last Edit: January 03, 2013, 07:21:21 PM by DiscordGames » Logged
eigenbom
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« Reply #71 on: January 03, 2013, 08:25:23 PM »

Cool, dynamic sprite slicing!
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Gabriel Verdon
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« Reply #72 on: January 03, 2013, 08:57:09 PM »

Sweet! That looks a lot more natural.
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Ashkin
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« Reply #73 on: January 03, 2013, 09:00:48 PM »

Cool! Now, how about rotating the chunks a little? Wink
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DiscordGames
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« Reply #74 on: January 03, 2013, 09:24:33 PM »

Cool! Now, how about rotating the chunks a little? Wink

There's no good way to do arbitrary rotation with pixel art like this that I know of. Usually the artist would make a sprite animation for rotation, but these are dynamic pieces so that's out of the question. If you let the video card try to rotate it, it'll get ugly quick. I might mess around with it a bit later to see how bad it looks.

Here's the latest all together. I've added the active tracking system for sprite slices, and they now stay until you leave the screen.

« Last Edit: January 03, 2013, 09:45:46 PM by DiscordGames » Logged
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