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TIGSource ForumsCommunityDevLogsM.I.N.T (Mecha, Infantry, and Tactics)
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Author Topic: M.I.N.T (Mecha, Infantry, and Tactics)  (Read 70485 times)
Gregg Williams
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« Reply #400 on: January 13, 2014, 12:23:49 AM »

Yeah if you have 3D model depth information, then you can play with the zbuffer to handle your sorting, and just have to take care of stuff with partial transparency. (Render back to front typically.)

M.I.N.T sorting is entirely tile based, and is a big headache to deal with. All the buildings and everything are actually multiple tiles, and multiple layers of tiles. For the most part the general rule was make sure nothing is wider than a single tile, and then depth sorting will behave correctly mostly.

This hasn't completely happened as stuff like the Mech's cannons extend out into other tiles, which has complicated things greatly. Also movement was causing some artifacts and so forth. So things got more complicated and now units that are moving or occupy more than 1 tile are masked and only the relevant bits drawn per tile. That fixes about 99% of the artifacts, and the rest are just in the "live with" category :D
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HughSJ
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« Reply #401 on: January 13, 2014, 09:43:16 AM »

ah, thanks for the info. I've been thinking about doing a more traditionally pixel style isometric game and wasn't sure exactly how those issues are sorted out.
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Gregg Williams
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« Reply #402 on: January 13, 2014, 04:26:41 PM »

ah, thanks for the info. I've been thinking about doing a more traditionally pixel style isometric game and wasn't sure exactly how those issues are sorted out.
It's just a lots of work, I'd stick to 3D unless your really wanting to do pixel art. Plus 3D is just so much more friendly for unit animation labor.
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Gregg Williams
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« Reply #403 on: January 13, 2014, 04:27:16 PM »

Also tooth pulled 2 hours ago, maybe away a day or three. Smiley
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HughSJ
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« Reply #404 on: January 13, 2014, 04:38:51 PM »

DEM DRUUUUUUUGS   Hand Any KeyCrazy Hand Shake Left

(also thanks for the info, and glad to hear you've got it taken care of)
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Gregg Williams
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« Reply #405 on: January 17, 2014, 07:40:13 PM »

So starting to feel better, will be resuming work on M.I.N.T in the next few days, and I'm still trying to coax more of the needed hud assets out of Kawe Smiley
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happymonster
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« Reply #406 on: January 18, 2014, 01:54:02 AM »

Hope you are feeling back to normal now. Smiley
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Gregg Williams
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« Reply #407 on: January 18, 2014, 02:48:59 AM »

Hope you are feeling back to normal now. Smiley
Cheers, getting there Smiley just a giant hole in my mouth from tooth being pulled, that hurts and is a pain to deal with. I've moved off most of the heavy pain killers though, which was probably the worse and best part of everything.
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Christian Knudsen
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« Reply #408 on: January 18, 2014, 03:31:32 AM »

So are you just on a diet of soup and ice cream now?
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« Reply #409 on: January 18, 2014, 04:42:21 AM »

fucking teeth, ppl should have teeth made of nails so they would grow back :/
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Gregg Williams
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« Reply #410 on: January 18, 2014, 05:16:15 AM »

So are you just on a diet of soup and ice cream now?
Well day 1 I did only eat ice cream really :D  I'm mostly back to regular foods now on day 5 I guess. Well soft foods. Eggs an such. Smiley just its annoying as fuck since cant get food trapped in giant slowly healing hole.. Salt water rinses after every meal, etc. Meh bloody teeth.

fucking teeth, ppl should have teeth made of nails so they would grow back :/
Haha yeah :/
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qwertyhim513
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« Reply #411 on: January 18, 2014, 11:58:50 AM »

Posting this just to say good job. :D
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Gregg Williams
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« Reply #412 on: January 19, 2014, 10:29:11 PM »

lol man.. I was browsing game stop and saw Front Mission Evolved for 360 for like 6 bucks in a generic blank case, and said WTF I'll buy it and take a look at it. Might have some interesting systems in it or clever menus, etc.

I mean I didn't expect to much since they're more tactical rpg games than strategy games, but you never know. I sure didn't expect it being a third person shooter though o_O

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Gregg Williams
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« Reply #413 on: January 20, 2014, 11:18:16 PM »

So started to convert the unit outline/glow stuff from my test case that was on a per unit basis and really hacked, to a proper scene post process effect.

Alas there seems to still be issues to work out there :D


Seems like the stencil buffer isn't working right, though I'm not sure why at the moment.
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Gregg Williams
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« Reply #414 on: January 21, 2014, 03:46:12 PM »

Alright worked way to much on that, and I'm not quite sure why it works now, but it does :D


Targeting cursor is temporary of course.

I guess I'll have to start working on the boring hud bits now..
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ryansumo
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« Reply #415 on: January 21, 2014, 04:34:36 PM »

Hot damn this game pushes so many of my buttons.  Looking forward to seeing more.
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Gregg Williams
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« Reply #416 on: January 21, 2014, 11:05:10 PM »

Hot damn this game pushes so many of my buttons.  Looking forward to seeing more.

Cheers

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Gregg Williams
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« Reply #417 on: January 21, 2014, 11:11:30 PM »

Did some work on the M.I.N.T server portion after neglecting it for months, so that is supports multiple sessions, and cleans up sessions that were ended or disconnected from.

Mostly this means I don't need to remember to kill a command line server and restart it along with 2 clients every time I want to test something.. Now the server can just run forever as client is iterated upon. Smiley
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moi
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« Reply #418 on: January 22, 2014, 08:12:27 AM »

I love all the retromite stuff Beer!
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subsystems   subsystems   subsystems
Gregg Williams
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« Reply #419 on: January 23, 2014, 01:13:02 AM »

Just thought I'd throw these out here Smiley


Cursor art is temp and ripped from a quick search, but thats the general idea of the various custom cursors. (They'll of course be animated as well when production art is in.)


Available target marketing, this will transition into a different animation when you actually hover over the enemy unit, and activate the glow effect.
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