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878512 Posts in 32925 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 04:21:20 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCommonplace BookHomecoming
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Author Topic: Homecoming  (Read 19151 times)
pen
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« Reply #30 on: November 17, 2008, 10:46:15 AM »

300 MB seems a bit much, what are you doing with those graphics? Have you painted the whole level as one block? What format do you use for the graphics?
Right now the whole level is painted (no tilesets), in blocks of 2048^2pixels. The blocks currently consists of 2~ layers, the background layer(ground included), and a foreground layer in front of the player. We will probably use parallaxing, not sure yet though.


By the way, the first block took me 6 hours to do, but the more I paint, the more material I have that I can copypaste&redraw on, so with a little luck we might just be able to make a tech&art demo until the 27th, with at least 3-5 minutes of playtime  WTF

Here is the first level in the resolution I'm working with (4096^2px)
http://www.erikronnblom.com/forumimages/techdemo_bana_big.jpg

edit: Oh, and we're using .png, mainly because we need transparency, but we also need loads of colours.

Unless you really want to go the route of the "whole level is a painting" I think there might be tricks that you could use to avoid doing that. For example instead of using "tiles" per se you could use blocks with bigger graphics (trees or something like that)
The advantage of using tiles for graphics is not only to reduce size but also to make it so that the game is finisheable without having to do a titan work.
I don't know why I do it to myself, but I think I enjoy it..  Well, hello there!
I also like the concept of a tile-less game, and painting is sort of what I want to do, so it's a win/win, since the whole game is like one big piece of conceptart  Tongue
« Last Edit: November 17, 2008, 10:51:28 AM by pen » Logged

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« Reply #31 on: November 17, 2008, 10:49:49 AM »

Good luck anywyay, that's great art. Beer!
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lelebζcόlo
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« Reply #32 on: November 17, 2008, 10:54:08 AM »

What you could do is load the images dynamically, so that closer windows are already loaded, and others are loaded as you walk towards them. Right?
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« Reply #33 on: November 17, 2008, 12:15:49 PM »

What you could do is load the images dynamically, so that closer windows are already loaded, and others are loaded as you walk towards them. Right?

Yes. Using multi-threading. In C++. Tired
If I was using Java I wouldn't even think twice about it.

The loading time for images this size is quite long, too. I wouldn't be able to guarantee that all the images were loaded in time, if loading them dynamically.

But if I continue to build on this engine after the end of the project, multi-threading it will be one of the top things on my to-do list.
« Last Edit: November 17, 2008, 12:38:20 PM by Dacke » Logged

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Dacke
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« Reply #34 on: November 19, 2008, 05:00:03 PM »

I've spent the last two days trying to make the textures load dynamically, using multiple threads. I have threads up and running but OpenGL is giving me some grief. I have failed to find anything substantial on the intratubes about OpenGL's internal texture management and stuff. If anyone knows anything about textures in OpenGL, I would really appreciate some *pointers!
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« Reply #35 on: November 19, 2008, 05:17:59 PM »

This game looks extremely promising.  I think my computer crashed from me just reading this post.

Best of luck to you guys!  Can't wait to play it.
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« Reply #36 on: November 19, 2008, 10:08:21 PM »

You should probably hit the Technical forum, for maximum exposure.
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« Reply #37 on: November 21, 2008, 01:54:51 PM »

Conceptart dump-post!




What's going on between the legs?
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pen
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« Reply #38 on: November 21, 2008, 04:51:53 PM »

it's a tentacle Smiley

My scanner isn't in my room, so I can't show you the original illustration (markers and pencil), where the point gets across much more easily.
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« Reply #39 on: November 21, 2008, 05:25:32 PM »

it's a tentacle Smiley

My scanner isn't in my room, so I can't show you the original illustration (markers and pencil), where the point gets across much more easily.

Seeing how fantastic the original tentacle is, you should scan and post it tomorrow!
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Dacke
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« Reply #40 on: November 21, 2008, 05:29:32 PM »

You should probably hit the Technical forum, for maximum exposure.

Thanks for the tip. I created this thread in the tech-forum:
http://forums.tigsource.com/index.php?topic=3694.0
Though I haven't had the time to respond to the responses yet. (I want to do so properly, perhaps tomorrow.)
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« Reply #41 on: December 01, 2008, 08:55:20 AM »

What's happening with this? The two most visually impressive games of the contest both didn't make the deadline Sad!
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« Reply #42 on: December 01, 2008, 11:25:52 AM »

What's happening with this? The two most visually impressive games of the contest both didn't make the deadline Sad!

I cry.
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« Reply #43 on: December 01, 2008, 11:45:58 AM »

We're so sorry.
We are committed to the project and are working hard to bring you something as soon as possible. Smiley
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« Reply #44 on: December 01, 2008, 12:56:01 PM »

There's an impressive amount of entries that didn't make it. But I'm glad that you're still working on it!
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