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Community / DevLogs / Re: moonman
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on: June 30, 2014, 05:41:22 AM
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I would have to say I agree that you should keep him the way he is, the other faces just don't look as simple and cool as the original.
But I must say, the graphics work you have been putting into this is simply amazing, I love how some of these screenshots look.
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Community / DevLogs / Re: moonman
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on: March 20, 2014, 12:51:31 PM
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Thanks for the feedback everyone. HM - I took your advice and added an extra shade to the stone, looks much better now I think, thanks. Update: Updated stone and wood materials. I also implemented block "decorations" which are extra little pieces that get blitted randomly over blocks, like the cracks in the stone bricks below.  Been a while since I checked up on this, I love where the new art style is going!
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Community / DevLogs / Re: moonman
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on: November 13, 2013, 06:06:42 PM
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Thanks guys, yeah I did like the rigidness, but I needed to break that orthogonal boundary. I'll see how I go with an attack and jump animation. Update: The mockups never end, here's another one. I still have no idea what this game looks like. One thing I'm learning is that night-time doesn't have to be dark, and also that without outlines it's quite hard to prevent overlapping things from sometimes clashing. E.g., the red flying demon clashes with the green cactus background.  . For some reason I REALLY like the colors in this one, I think you are going the right direction as far as art goes, but I'm not to picky.
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Community / DevLogs / Re: Delver
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on: August 14, 2013, 04:59:47 PM
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I haven't checked out Delver since when I first saw it back in 2012, finally decided to drop in. I must say the graphics look amazing and the entire game looks very fun 
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Community / DevLogs / Re: moonman
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on: August 14, 2013, 04:55:25 PM
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How were you able to made/get such a nice sky box/colors? I'm working on redoing mine and was wondering 
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Community / DevLogs / Re: moonman
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on: August 12, 2013, 08:03:33 AM
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He looks creepy  Quarry, moonman waits for you in the falls..  I agree with everyone else, that water looks awesome, love the blur effect.
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Community / DevLogs / Re: moonman
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on: July 08, 2013, 08:27:14 AM
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you're going to give me a god damn heart attack
Then this is going to give you a brain aneurysm...  @Gimym nope ..  Dem graphics. I love the look, its so simple yet amazing.
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Community / DevLogs / Re: moonman (v0.22 OSX test build 14/11/2012)
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on: December 24, 2012, 03:14:22 PM
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So, in this universe are (10 raised to 42) moons.  If all the suns were aligned in a straight line, with 4 light-years (the distance between us and our sun) of distance between each other, visit them all, travelling at the speed of light would take 1,33333333 × (10 raised to 9) seconds.  So, unless the suns are close to each other (very close), you would need a VERY, VERY, VERY fast space ship to travel this universe. But first you must wonder why their is a random green "thing" trying to do that.
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Community / DevLogs / Re: moonman (v0.2)
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on: September 12, 2012, 11:59:07 AM
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Looks nice, Only problem was I had to go get my desktop mouse to try out water on my laptop.
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Community / DevLogs / Re: Delver
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on: August 17, 2012, 07:39:46 AM
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same problem as binarymichael, I had to use the arrow keys instead. Other than that it seems like a great game, I love the lighting effects
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Community / DevLogs / Re: moonman (v0.1 windows alpha)
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on: August 06, 2012, 07:37:17 AM
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I'm really enjoying this, thanks for releasing an alpha.
Is anyone else noticing strange behavior with the collision on angled terrain pieces? I sometimes will clip through and fall through the world. This usually happens when my vertical speed is fairly high (falling) and I land on such a piece.
Yea happened to me, I also ran into this problem in my own game, what happens, is that the player falls to fast, and goes through 1 block before collision checks. This causes it to fly through blocks and stuff. Clamping the fall speed so it can never fall more than 16 pixels per frame would fix it, or checking 2 blocks below aswell.
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Community / DevLogs / Re: moonman
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on: July 19, 2012, 09:37:06 AM
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Update: Here's my first test with lighting. The first image shows the terrain (red for solid block, grey for background block/wall, and white for open), the second shows the lighting computed on it. This algorithm models a boundary spreading out from the lit areas, decreasing with each step. Roughly.. uint8 light[w*h] stores the light values initialise all open tiles as FULLY_LIT, and non-open ones as NULL store all tiles adjacent to the fully lit ones in a set<index> boundary while(boundary is not empty){ newboundary = {} foreach(adjacent tile, t, to boundary){ if (light[t]==NULL){ set attenuation=10 if t is a wall, or 40 if its a block light[t] = min(light of all adjacent tiles) - attenuation newboundary += t } } boundary = newboundary } // done!
  The results are promising, but there's some major issues: - in the cave at the top right we see a horizontal band of light, seeping through the thin wall ... this looks wrong (but is definitely in accordance with the algorithm) - in the caves at the bottom, the light falls down from the holes, but doesn't bleed outwards into the surrounding caves (maybe a second pass of the algorithm would fix this?) - the light at the cave entrance near the center is all wrong Anyways, back to the drawing board.. Edit: Changing the min to a max gives the light a little more freedom ...  Hello, I really like how this game looks, I'm making a game that is quite similar too this. Ive experimented with lighting alot (Pixelshaders, bluring values, etc) but nothing seems to work well for my game. Your game looks exactly how I was trying to make it. Would you be willing to elaborate a little more on how you did it?
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