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621
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Community / DevLogs / Re: Kobold Caverns - HTML5
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on: April 11, 2013, 03:50:47 AM
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I hacked together a little demo just for kicks here. If I was doing it in anger I would just use matrices for spatial transform, but feel free to take anything you can from it, though it looks to be basically the same as yours. World to view transform: return { x : world.x * this.geometry.x.x + world.y * this.geometry.y.x, y : world.x * this.geometry.x.y + world.y * this.geometry.y.y }; View to world transform: var divisor = this.geometry.x.y * this.geometry.y.x - this.geometry.x.x * this.geometry.y.y; return { x : (view.y * this.geometry.y.x - view.x * this.geometry.y.y) / divisor, y : -(view.y * this.geometry.x.x - view.x * this.geometry.x.y) / divisor };
Where: var camera = { geometry : { x : {x : 32, y : 8}, y : {x : -24, y : 16} } }; Describes the two vectors of the axonometric projection.
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622
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Community / DevLogs / Re: Kobold Caverns - HTML5
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on: April 09, 2013, 11:51:53 PM
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Looks sweet. Dungeon Keeper + Pixel art =  Slow progress since I have been banging my head against linear algebra to implement path-finding on an isometric grid. But I finally succeeded!  If you're having trouble because you are rendering it as isometric then you are probably doing it wrong. A 2D isometric grid is logically just a regular square grid, the pathfinding shouldn't be dependant on the view transform. This is really tricky. The reason for most of the problems is the obscured open tile behind walls. I have not found a good way to show/select that tile. Semi-transparent border tiles seems to work okay but it is still hard to see the floor behind them. I would just use the floor area myself, then all tiles have the same cursor coverage. Using the nearest tile centroid could be a workable middle-ground.
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623
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Community / DevLogs / Re: blue:I
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on: April 08, 2013, 01:05:13 PM
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Nice, is that hand rendered or using one of your fancy scaling/shading/thingies?
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624
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Player / General / Re: Who will be the next among us to make it big?
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on: April 05, 2013, 11:10:23 PM
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super joe
What does he even do? Besides being superb of course. He is also Joe. making a game in 5 seconds is impossible Moosh exists outside of our space-time. He could make a game in zero seconds if he so chose.
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625
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Player / General / Re: Twitter
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on: April 03, 2013, 03:30:28 AM
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How about "Building better worlds." instead?
Sure, I like that. Maybe try web searching random-internet-people's suggestions before executing them. 
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627
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Player / General / Re: Twitter
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on: March 31, 2013, 02:44:43 PM
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"We create worlds" sounds a bit familiar... From where? I could change it pretty quick.  How about "Building better worlds." instead?
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631
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Developer / Technical / Re: Smooth camera following
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on: March 24, 2013, 03:18:15 AM
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What's wrong with a simple weighted lerp? function lerp(start, end, pos) { return start + (end - start) * pos; }
Camera.track = function(pos, trackWeight) { this.pos.x = lerp(this.pos.x, pos.x, trackWeight); this.pos.y = lerp(this.pos.y, pos.y, trackWeight); }
// each cycle camera.track(player.pos, 1 / 32); Will naturally ease out. If the point you're tracking accelerates to speed then it will also ease in.
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632
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Developer / Technical / Re: Pixel Rotation
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on: March 23, 2013, 12:35:51 AM
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 If you are rotating a grid (in non quarter revolution increments) and returning the result to the grid you are always going to have overlaps, which result in a reduction of the number of pixels, and gaps, which when filled with interpolation result in a increase in the number of pixels.
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635
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Community / DevLogs / Re: Humblets - New video! 13/03/2013
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on: March 15, 2013, 12:49:50 PM
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You'd need to pump up the brightness of the textures to compensate for the darkening of the outlines and maintain contrast against them. I'd recommend also lightening the ambient level so you don't have black outlines against black shadows.
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636
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Developer / Art / Re: 3D thread
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on: March 12, 2013, 10:44:58 PM
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Am I the only one who sees Naija DeGeneres? I dig it though, she is a fish after all.
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637
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Developer / Art / Re: Art
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on: March 09, 2013, 08:01:07 PM
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Pervy gnome is totally looking up her dress while pretending to lick his lollipop.
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638
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Developer / Design / Re: So what are you working on?
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on: March 06, 2013, 12:13:36 PM
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Is pareidolia the name of the generator, and if so where might I find it? or is it closed software
Pareidolia is the name of the phenomenon that allows a noise generator like this to work. Click the second link in my post. All client-side so quite open.
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