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TIGSource ForumsCommunityDevLogsPhantom Island
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Nugsy
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« Reply #20 on: August 17, 2011, 05:08:36 AM »

That dithered lighting look awesome. So do the tiles!
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astrofra
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« Reply #21 on: August 17, 2011, 06:44:55 AM »

Lovely.
These stoney blocks are so hot right now.
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ptoing
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« Reply #22 on: August 17, 2011, 06:57:49 AM »

Merci, mon frère dans l'esprit  Cheesy

fucking around with colours.


« Last Edit: August 17, 2011, 07:09:50 AM by ptoing » Logged

 
:^)
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« Reply #23 on: August 17, 2011, 09:36:07 AM »

So wonderfully pristine and yet gritty.  Smiley
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Ishi
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« Reply #24 on: August 17, 2011, 10:36:16 AM »

The orange tiles are a big improvement over the orange + blue, even though I liked those originally.

I'm not a big fan of the dithered lighting, it just makes the crisp graphics look rather messy. I wondered how it'd look with some subtractive blending:



It has the effect of removing a lot of the detail of the environment, the same as the dithering does, unlike a standard blend which would just make stuff darker but no less clear. It works quite nicely with the strong highlights on the blocks. Thought I'd show it as people don't tend to consider different blend modes, although it doesn't really fit the pure pixels style you've shown so far.
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ptoing
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« Reply #25 on: August 17, 2011, 11:26:41 AM »

The dither stuff looks REALLY nice in movement and soft blending stuff like that is not gonna happen in this.
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DrDerekDoctors
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« Reply #26 on: August 17, 2011, 11:29:37 AM »

Indeed, the dither stuff looks a lot nicer in action. I mocked up a program in Blitz to test it. I'll see about popping it up here.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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DrDerekDoctors
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« Reply #27 on: August 17, 2011, 12:08:18 PM »

Righty, this contains a coupla' Blitz programs showing the lighting (also the fogging, which we'll have in some rooms). NB. The lighting won't be for all locations, obviously, although it will be for a lot of 'em.

http://www.drderekdoctors.com/lighting_demo.rar

We will also have SwitchBlade like room reveals when you smash through blocks which also use dithers to be revealed so it all kinda' ties together.

O/P - Alter Ambient
L - Toggle Flickering
K - Toggle Random Size
V/B - Alter brightness of main lightsource
Q/W - Alter size of main lightsource
A/S - Alter fall-off of main lightsource


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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
happymonster
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« Reply #28 on: August 17, 2011, 12:25:59 PM »

I'm soo sorry.. I couldn't help myself..  Embarrassed

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ptoing
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« Reply #29 on: August 17, 2011, 12:28:03 PM »

Hahaha, that looks horrible Huh?
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DrDerekDoctors
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« Reply #30 on: August 17, 2011, 12:29:40 PM »

As horrible as this:



Eh, Ptoing? Wink

EDIT: Also, I quite like the C64 look there. Tongue
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
ptoing
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« Reply #31 on: August 17, 2011, 12:35:00 PM »

Oh come on, we all know you love them speccy colours.
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happymonster
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« Reply #32 on: August 17, 2011, 12:35:42 PM »

Sorry, the graphics really looked like they could be in a C64 game to me.. Wink
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Ishi
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« Reply #33 on: August 17, 2011, 12:36:36 PM »

The dithering does indeed look nice when it's moving. It's still a bit messy if you set the whole room to half brightness ambience, for example, but I imagine that's an unlikely case Smiley
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ptoing
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« Reply #34 on: August 17, 2011, 12:44:09 PM »

happymonster: long time you played something on a C64, eh?

Ishi: Ambience is just something Graham put in there because he could. It is unlikely to be ever used for anything else than a room being faded in and out of for a bright flash which then fades back or something like that. Darker room = smaller light circle around player.
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happymonster
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« Reply #35 on: August 17, 2011, 12:45:57 PM »

Actually I was always more of an Atari 800 / Spectrum man.. Wink
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DrDerekDoctors
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« Reply #36 on: August 17, 2011, 12:50:51 PM »

Ishi: Ambience is just something Graham put in there because he could. It is unlikely to be ever used for anything else than a room being faded in and out of for a bright flash which then fades back or something like that. Darker room = smaller light circle around player.

Yup, 'zackly. Although it might be interesting to try it with randomised grain for the ambient.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
ptoing
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« Reply #37 on: August 17, 2011, 12:57:20 PM »

Might, but I expect it would look more odd than anything.
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DrDerekDoctors
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« Reply #38 on: August 17, 2011, 12:59:32 PM »

Yeah, I seem to recall an old test of it looking poop. :\
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
happymonster
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« Reply #39 on: August 17, 2011, 01:04:00 PM »

Have you tried a Halftone style dither?  Well, hello there!
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