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

Login with username, password and session length

 
Advanced search

891544 Posts in 33547 Topics- by 24783 Members - Latest Member: MD9

June 19, 2013, 11:22:20 PM
TIGSource ForumsDeveloperCreativeSo what are you working on?
Pages: 1 ... 635 636 [637] 638 639 ... 720
Print
Author Topic: So what are you working on?  (Read 1120512 times)
sublinimal
Level 6
*


"It's kind of hard to explain."


View Profile
« Reply #9540 on: June 25, 2012, 12:50:40 AM »

Those generative patterns again. I'm aiming to have a small demo to submit to Assembly 2012. Obviously it won't go very far with all the veterans participating, but it's more of a personal goal anyway.

After n iterations, I think I'm starting to hit perfection on the main algorithm. As in, I've got many interesting flower types and colour schemes, much control over the creation process, and "broken" flowers are a non-issue. There's also room for randomized variations in certain steps, but the patterns are based on recursion in a way that one slight tweak might create impossible flowers.

 
   
 
 
« Last Edit: June 25, 2012, 12:58:37 AM by sublinimal » Logged

Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Animals In Mild Exigency!! demo
ANtY
Level 10
*****


here i am to save the day... or wreck it


View Profile WWW Email
« Reply #9541 on: June 25, 2012, 01:54:48 AM »

@McMutton: looks amazing in game  Epileptic
Logged

sublinimal
Level 6
*


"It's kind of hard to explain."


View Profile
« Reply #9542 on: June 25, 2012, 03:41:58 AM »

Those generative patterns again.

And more. Now I basically have a generator generator, so the results are even more varied. (And anti-aliased!)

Logged

Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Animals In Mild Exigency!! demo
Seiseki
Level 4
****



View Profile WWW
« Reply #9543 on: June 25, 2012, 06:13:57 AM »

Found a really neat way to make a spinning cellshade-like box in photoshop.
Perfect for those powerup pick ups and what not.
Too bad I can't really fit it into the game I'm actually supposed to be working on Grin

Logged

brettchalupa
Guest
« Reply #9544 on: June 25, 2012, 06:49:47 AM »

That looks really awesome! I could see it working in some other places. Would love to hear about the process. Smiley
Logged
Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #9545 on: June 25, 2012, 07:27:41 AM »

Yeah looks great and I'd definitely be interested in hearing about the process too.
Logged

Seiseki
Level 4
****



View Profile WWW
« Reply #9546 on: June 25, 2012, 08:32:55 AM »

Was gonna make a quick tutorial but realized I have the Swedish version of photoshop, so I can't take screens of menus and settings.

Basically you use the 3D function where you wrap a texture around a cube, add a blending-effect outline.
Then you use the rotate tool to rotate the cube around one axis(not by free hand, but using number input), making a new layer for each 10 degree increment.
Finally you make it into an animation by saving it as a gif or export->video->export frames to get each frame as a separate image.

It does require a bit of general know-how and lots of photoshop knowledge.
I just started going through the 3D tools one by one this morning and this was the result I came up with Smiley
Logged

sublinimal
Level 6
*


"It's kind of hard to explain."


View Profile
« Reply #9547 on: June 25, 2012, 08:48:49 AM »

I don't think the 3D tools are even necessary here (although they do make the whole process easy). You could achieve something similar by gradually skewing the texture on the side and adding a shadow gradient.
Logged

Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Animals In Mild Exigency!! demo
Seiseki
Level 4
****



View Profile WWW
« Reply #9548 on: June 25, 2012, 08:53:35 AM »

I don't think the 3D tools are even necessary here (although they do make the whole process easy). You could achieve something similar by gradually skewing the texture on the side and adding a shadow gradient.

Yeah, definitely.
I've done a bunch of spinning coin animations by hand, but from now on I'll use a 3D guide and draw on top of that. Gives you even spacing between frames and accurate movement.

For this spinning box, the perspective is kinda in-your-face (as someone pointed out to me(thx!)) but luckily I found away to zoom out the camera in photoshop to get a less extreme perspective distortion.
Logged

_Madk
Level 10
*****

Love, love is a verb Love is a doing word ~♪


View Profile
« Reply #9549 on: June 25, 2012, 01:33:41 PM »



rewrote the rendering code. I had planned to from the start, just was a little lazy because it involved some significant thought to actually do.
Logged

Mindwedge
BANNED
Level 0
*



View Profile WWW Email
« Reply #9550 on: June 25, 2012, 06:30:59 PM »

Getting our game approved on multiple portals for digital distribution.

http://www.monsterminis.com/

Logged
Geti
Level 10
*****



View Profile WWW
« Reply #9551 on: June 26, 2012, 05:29:34 AM »

Those generative patterns again.

This stuff is super duper cool man, keep it up Smiley
Logged

_Madk
Level 10
*****

Love, love is a verb Love is a doing word ~♪


View Profile
« Reply #9552 on: June 26, 2012, 01:13:29 PM »



got the beginnings of a text field (mostly) working  Grin
Logged

VortexCortex
Level 2
**


Engram Architect


View Profile WWW Email
« Reply #9553 on: June 26, 2012, 01:51:45 PM »

@_Madk: Looking great!  I'm really digging the less saturated look.
Logged

Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #9554 on: June 26, 2012, 04:31:38 PM »

Cross post from the art thread.

Wedding invite design.
Logged

Pages: 1 ... 635 636 [637] 638 639 ... 720
Print
Jump to:  

Theme orange-lt created by panic