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TIGSource ForumsCommunityDevLogsMoonQuest (OUT NOW!)
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Author Topic: MoonQuest (OUT NOW!)  (Read 1104003 times)
eigenbom
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« Reply #160 on: December 22, 2011, 01:19:29 PM »

Thanks guys. That's a good question PompiPompi, I added some of the characters and blocked out the textures for comparison -- I think both compositions work. Although its hard to tell at this stage what the final (dynamic) result will be. What do you think?

There's still the lighting and compositing to implement, as well as working out the palette.

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PompiPompi
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« Reply #161 on: December 22, 2011, 02:11:49 PM »

Hmm, I think it does look better with the textures. Also, there is no way to recognize what are the materials on the one without the texture. So I guess you know what you are doing. XD
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eigenbom
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« Reply #162 on: December 22, 2011, 02:17:03 PM »

Yeh, I am resisting adding textural complexity but I think some is necessary. Anyways, last day of work on moonman for a few days, so back to it! Smiley
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BlueSweatshirt
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« Reply #163 on: December 22, 2011, 09:38:57 PM »

I also preferred the textured version.  Hand Thumbs Up Left

This game looks good.
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eigenbom
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« Reply #164 on: December 22, 2011, 09:55:47 PM »

Update: Last update before a little xmas break. Did more work on the block system -- I moved the registration of block types to Lua. So there's basically a big file with entries like...
Code:
block {
  name = "dirt",
  geometry = full,
  ...
}
... that list all the different block types. So to mod the game you just need to provide a block { } and block_sprite {} entry in a Lua script somewhere ... very nice!

I also added a mini gui to my block testing app, it's now a little paint program of sorts.



Merry new years and stuffs..!
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happymonster
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« Reply #165 on: December 23, 2011, 06:39:56 AM »

Looks nice!! Merry Christmas!
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eclectocrat
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« Reply #166 on: December 23, 2011, 06:47:45 AM »

I played the Christmas special. Fun stuff, although I'd prefer it if I didn't have to use the mouse. Or maybe I don't and just missed the option...?

Keep up the good work, I really see this game going far and becoming an entertainment behemoth that is wooed by major gaming studios on their way to intergalactic domination.
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eigenbom
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« Reply #167 on: December 23, 2011, 01:53:16 PM »

Thanks @hm and @ec! @ec good point, in moonman xmas the mouse-click to attack was a lame design decision. in moonman proper, however, the mouse is necessary to select which blocks to mine, where to place blocks, and to aim certain weapons. Smiley
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eigenbom
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« Reply #168 on: December 25, 2011, 10:31:27 PM »

playing with some character ideas ... (blatantly ripping off max ernst's une semaine de bonte')

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moonmagic
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« Reply #169 on: December 26, 2011, 12:00:17 AM »

playing with some character ideas ... (blatantly ripping off max ernst's une semaine de bonte')



Oh my, my heart will burst. I want to take these home and pit them against other action figures and then tuck them all into my bed together.
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eigenbom
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« Reply #170 on: December 26, 2011, 12:30:39 AM »

thx moonmagic! Smiley
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eigenbom
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« Reply #171 on: December 26, 2011, 07:56:00 PM »

just mocking...
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« Reply #172 on: December 26, 2011, 09:30:34 PM »

I was going to reply "The Christmas party I wish I went to." before I even read the caption haha. Looking great Hand Thumbs Up Right
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namragog
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« Reply #173 on: December 27, 2011, 08:02:14 AM »

oh my god, the sniper guy <3333333333333333
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eigenbom
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« Reply #174 on: December 27, 2011, 06:01:05 PM »

Thx guys!

Update: Merged the block renderer into the main system. Here's a video of the latest state of moonman!

Also, is this guy the real moonman?
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eigenbom
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« Reply #175 on: December 28, 2011, 06:26:05 PM »

Thought a little about the basic lighting in moonman: I want underground caves to be dark, some AO cast on the background blocks by the foreground blocks, and the colour of things to be tinted by the ambient sky colour. I thought I'd take a look at terraria to see how they've done it. Click to embiggen my observations!


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BlueSweatshirt
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« Reply #176 on: December 28, 2011, 10:23:59 PM »

Yes, this proves that Terraria's lighting system is absolutely whack.  Waaagh!
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eigenbom
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« Reply #177 on: December 29, 2011, 01:33:24 PM »

Yeh its totally wickety whack, but works well enough and seems fast. Anyways, I'm gunna explore a couple of different options and see what works best. Well, hello there!

Pixel 30Pixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 30
Pixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 1A
Pixel 1APixel 1APixel 0FPixel 1APixel 1APixel 0FPixel 1APixel 1A
Pixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 1A
Pixel 1APixel 1APixel 0FPixel 0FPixel 0FPixel 0FPixel 1APixel 1A
Pixel 1APixel 1APixel 1APixel 0FPixel 0FPixel 1APixel 1APixel 1A
Pixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 1A
Pixel 30Pixel 1APixel 1APixel 1APixel 1APixel 1APixel 1APixel 30
 
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eigenbom
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« Reply #178 on: December 29, 2011, 03:21:47 PM »

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..

Code:
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 ...
« Last Edit: December 29, 2011, 03:53:09 PM by eigenbom » Logged

Windybeard
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« Reply #179 on: December 29, 2011, 04:23:55 PM »

The lighting looks good, impressive!
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