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TIGSource ForumsCommunityDevLogsMoonQuest
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eigenbom
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« Reply #160 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 #161 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 #162 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 #163 on: December 23, 2011, 06:39:56 AM »

Looks nice!! Merry Christmas!
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eclectocrat
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« Reply #164 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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I make Mysterious Castle, a Tactics-Roguelike
eigenbom
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« Reply #165 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 #166 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 #167 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 #168 on: December 26, 2011, 12:30:39 AM »

thx moonmagic! Smiley
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eigenbom
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« Reply #169 on: December 26, 2011, 07:56:00 PM »

just mocking...
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« Reply #170 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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« Reply #171 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 #172 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 #173 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 #174 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 #175 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 #176 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 #177 on: December 29, 2011, 04:23:55 PM »

The lighting looks good, impressive!
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eigenbom
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« Reply #178 on: December 29, 2011, 05:17:08 PM »

Thx @windybeard. Smiley

Update: Here's the result of basically applying the kernel max(neighbours) - attenuation to the light source 30 times or so. The result still has the diagonal line artefacts from the grid (von Neumann topology) but is probably ideally what I want. However, it's probably too slow to use in realtime.

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BlueSweatshirt
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« Reply #179 on: December 30, 2011, 05:01:27 PM »

Wow! I think that looks really good.

Of course, you don't need to make the lighting system recalculate every frame. Just on level load and with light source changes.
Still, I guess it'd be a pretty big issue if you were able to carry a torch around or something in-game, so hmm!

Anyway, I myself feel encouraged to try a lighting algorithm.  Smiley
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