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998563 Posts in 39166 Topics- by 30579 Members - Latest Member: MEGAMAD

April 20, 2014, 12:17:42 AM
TIGSource ForumsFeedbackDevLogsChasm [2d action-rpg platformer]
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Author Topic: Chasm [2d action-rpg platformer]  (Read 37599 times)
Hipshot
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« Reply #75 on: January 03, 2013, 10:24:56 PM »

Hmm, that sprite slice thing is a really good idea. Looks really cool - would there be a way to add an "edge color" or something to the sprite? I mean, so there would be a red small outline where the slice is made, to enhance the blood effect on certain things? Honestly, that system is really good, for the reasons you just stated, no need to sit and create a lot of gibs for every monster variation and such... Because, if you don't feel like doing that, or don't have the time, you just will never get it in the game, even if gibs and gore could ad a lot to a sword game.

I see you have damage numbers, we just got that in yesterday, looks pretty much the same. But I asked the programmer to remove the "-" from the text, somehow it seems implicit. Maybe you could try that? Also, we color coded is so damage from the player is yellow and when he gets hit, it's red (and healed green), because red seemed like a more serious color and getting hit seems like a bad thing =)
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DiscordGames
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« Reply #76 on: January 03, 2013, 11:01:34 PM »

Hmm, that sprite slice thing is a really good idea. Looks really cool - would there be a way to add an "edge color" or something to the sprite? I mean, so there would be a red small outline where the slice is made, to enhance the blood effect on certain things? Honestly, that system is really good, for the reasons you just stated, no need to sit and create a lot of gibs for every monster variation and such... Because, if you don't feel like doing that, or don't have the time, you just will never get it in the game, even if gibs and gore could ad a lot to a sword game.

I see you have damage numbers, we just got that in yesterday, looks pretty much the same. But I asked the programmer to remove the "-" from the text, somehow it seems implicit. Maybe you could try that? Also, we color coded is so damage from the player is yellow and when he gets hit, it's red (and healed green), because red seemed like a more serious color and getting hit seems like a bad thing =)

Excellent points all around! You're game looks awesome btw. I will try the method you described with the damage numbers, that definitely makes sense.

And yea, it's definitely possible to add blood or whatever to where the slice is. It would just take some extra processing to find the edges that touch others and color them differently. Each splice is actually just an array of colors, so there's no difficulty modifying it.
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Rakugaki-Otoko
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« Reply #77 on: January 03, 2013, 11:17:29 PM »

Ah, this looks beautiful! I'm loving all the blues that you seem to mix into everything. Nice cool colors all around.
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happymonster
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« Reply #78 on: January 04, 2013, 12:10:13 AM »

Maybe you could add in simple 90 degree rotation - just by altering how the chunks are drawn?

The colours are beautiful! I take it the graphics with black outlines are placeholders? Because they don't fit the style of the rest of the artwork.
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« Reply #79 on: January 04, 2013, 02:19:50 AM »

The slicing mechanic is a really nice touch.
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DiscordGames
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« Reply #80 on: January 04, 2013, 09:06:52 AM »

Maybe you could add in simple 90 degree rotation - just by altering how the chunks are drawn?

The colours are beautiful! I take it the graphics with black outlines are placeholders? Because they don't fit the style of the rest of the artwork.

Yea, the 90 degree rotation may work OK. I'll have to play around with that.

And yea, the enemies are still my programmer-art placeholders. Tony has been trying his best to get all of my crap out of there Wink
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Bandreus
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« Reply #81 on: January 04, 2013, 10:08:50 AM »

It's a huge improvement Smiley

I'm not sure about the 'adding red edges' part though. Maybe add more particles? Like, for some monsters might make sense to have blood splatters flying around.

What you should add is some more gfx, like a translucent slice-effect on successful hits. This is for better feedback on top of just looking great. The on-hit effect might change accordingly to weapon type as well (like for blunt weapons, etc.). That's used a lot in many kind of games, including latest 2d chapters of Castlevania series.

You might also want to try having pieces of broken chests/killed enemies to slowly fade (up transparency) as they fly through the air and see how that looks.
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DiscordGames
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« Reply #82 on: January 04, 2013, 10:22:54 AM »

It's a huge improvement Smiley

I'm not sure about the 'adding red edges' part though. Maybe add more particles? Like, for some monsters might make sense to have blood splatters flying around.

What you should add is some more gfx, like a translucent slice-effect on successful hits. This is for better feedback on top of just looking great. The on-hit effect might change accordingly to weapon type as well (like for blunt weapons, etc.). That's used a lot in many kind of games, including latest 2d chapters of Castlevania series.

You might also want to try having pieces of broken chests/killed enemies to slowly fade (up transparency) as they fly through the air and see how that looks.

Thanks! Totally agree with the hit effects, that's definitely been on my mind the last day or so. I'll talk to Tony and see what we can do.

Yea, I'm still undecided on what these pieces are going to do. For now they stay on screen until you switch rooms, but that may get messy..

------------------------------------------------------------------

Today I'm continuing to optimize the sprite slicing, have some optimizing to do to the pixel particles as well, and finally trying to get back to the NPC stuff. I really need to do some contract work this weekend (booo!), so time to wrap up these loose ends!
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joedev
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« Reply #83 on: January 04, 2013, 02:00:50 PM »

That slicing looks awesome. How were you able to do that in XNA? From thinking about it I guess you would have to get the Color array from the texture and pull out the colors for each individual chunk. At that point do you create a new texture for each chunk using the color information? I guess you could draw a bunch of single pixels to build the chunk, but that would be a lot of draw calls.

I use XNA a lot and I'm just curious how you did it, it's a very cool effect. If you could give a few details into how it is done that would be awesome.
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DiscordGames
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« Reply #84 on: January 04, 2013, 02:22:23 PM »

That slicing looks awesome. How were you able to do that in XNA? From thinking about it I guess you would have to get the Color array from the texture and pull out the colors for each individual chunk. At that point do you create a new texture for each chunk using the color information? I guess you could draw a bunch of single pixels to build the chunk, but that would be a lot of draw calls.

I use XNA a lot and I'm just curious how you did it, it's a very cool effect. If you could give a few details into how it is done that would be awesome.

Yea sure!

When the game first starts, each entity reads a frame from it's texture into a static Color[,] (so it only needs to be stored once per type of entity).

Code:
       public static Color[,] texture_data;

//later, in ctor...

            if (texture_data == null)
            {
                Color[] colors1D = new Color[texture.Width * texture.Height];
                texture.GetData<Color>(colors1D);

                texture_data = new Color[frameSize.X, frameSize.Y];
                for (int px = 0; px < frameSize.X; px++)
                    for (int py = 0; py < frameSize.Y; py++)
                        texture_data[px, py] = colors1D[px + py * texture.Width];
            }

Now, when you're ready to split something, that Color[,] is sent over to the splitter. I'm using the Voronoi method to split up the sprite, which is actually pretty simple:

1) Decide how many sgements you want to split a sprite into
2) For each segment, give it an ID and choose a random position within the bounds of the Color[,]
3) Make a int[,] map same size as the texture that will store the segment id each pixel belongs to
4) For each pixel in the texture, calculate distance to every random segment position you generated, and store segment id with the shortest distance in your int[,] map

OK so from there, I just have a pool of objects with their own Color[,] that the segments are read out into. Right now, it's drawing each color individually as its own pixel. It sounds crazy but it's not that bad since there's no texture swapping or anything going on.

I'm about to try though making my pool objects have a Texture2D instead of Color[,] and running texture.SetData<>, then its only one Draw call per shard. The only penalty is pushing data over to graphics card, but I think that will be faster than thousands of Draw calls :D

I'll let you know what I find.
« Last Edit: January 04, 2013, 02:34:58 PM by DiscordGames » Logged
joedev
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« Reply #85 on: January 04, 2013, 06:35:55 PM »

Wow! Thanks for going into so much detail. Super cool effect and not all that difficult to implement.
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« Reply #86 on: January 04, 2013, 07:10:27 PM »

Damn slym you are hell of  a great artist.. It's great to see you persevere and improve at such a fast pace, how inspiring  Hand Thumbs Up Right but I hope this game is going to be as good as Super metroid, Metroid Fusion and Castlevania symphony of the night. Also kudos for all developers of this game.
« Last Edit: January 04, 2013, 08:03:57 PM by beetleking22 » Logged
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« Reply #87 on: January 05, 2013, 01:30:58 AM »

Alright, so today was pretty productive! Pretty much spent the whole thing optimizing the sprite slicing and pixel particle systems. Tony worked on more animations for the player and redid my temporary art enemies. Behold!

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happymonster
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« Reply #88 on: January 05, 2013, 01:36:03 AM »

Looks great! I definataly hope to see more info from Tony about the art.

The only thing I'd suggest is to change the damage number font and effect a bit. I'd make it jump up rather than float up (fastest at the start, then slowing till the top), and perhaps have it fade away, or shrink to nothing vertically.

Oh, if the orange things are coins, perhaps they would look better as circles? I keep seeing some kind of eye!
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Bandreus
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« Reply #89 on: January 05, 2013, 03:07:22 AM »

Loving it. I think the particles (the pixel ones, not the chunks) might be affected by gravity a bit too much, but then this is getting a bit too picky I think  Roll Eyes

Great job guys, on both the art and programming side. This project looks very promising Smiley
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