eigenbom
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« Reply #160 on: December 22, 2011, 02:17:03 PM » |
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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! 
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BlueSweatshirt
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« Reply #161 on: December 22, 2011, 09:38:57 PM » |
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I also preferred the textured version.  This game looks good.
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eigenbom
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« Reply #162 on: December 22, 2011, 09:55:47 PM » |
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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... 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 » |
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Looks nice!! Merry Christmas!
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eclectocrat
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« Reply #164 on: December 23, 2011, 06:47:45 AM » |
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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 #165 on: December 23, 2011, 01:53:16 PM » |
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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. 
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eigenbom
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« Reply #166 on: December 25, 2011, 10:31:27 PM » |
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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 » |
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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 » |
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thx moonmagic! 
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eigenbom
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« Reply #169 on: December 26, 2011, 07:56:00 PM » |
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Happy Shabby Games
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« Reply #170 on: December 26, 2011, 09:30:34 PM » |
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I was going to reply "The Christmas party I wish I went to." before I even read the caption haha. Looking great 
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namragog
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« Reply #171 on: December 27, 2011, 08:02:14 AM » |
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oh my god, the sniper guy <3333333333333333
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eigenbom
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« Reply #173 on: December 28, 2011, 06:26:05 PM » |
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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 » |
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Yes, this proves that Terraria's lighting system is absolutely whack. 
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eigenbom
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« Reply #175 on: December 29, 2011, 01:33:24 PM » |
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eigenbom
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« Reply #176 on: December 29, 2011, 03:21:47 PM » |
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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 ... 
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« Last Edit: December 29, 2011, 03:53:09 PM by eigenbom »
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Windybeard
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« Reply #177 on: December 29, 2011, 04:23:55 PM » |
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The lighting looks good, impressive!
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eigenbom
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« Reply #178 on: December 29, 2011, 05:17:08 PM » |
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Thx @windybeard. 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 » |
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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. 
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