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1412111 Posts in 69451 Topics- by 58490 Members - Latest Member: tzdevil

June 29, 2024, 05:36:43 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)GIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 1220303 times)
Zack Bell
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« Reply #1460 on: January 24, 2014, 05:17:32 PM »

This isn't really much new or special. I just posted it on Twitter when they were asking for GIFs and it ended up on indiegames.com.

So I'm sharing it here. Smiley

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ANtY
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i accidentally did that on purpose


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« Reply #1461 on: January 25, 2014, 12:43:19 PM »

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Sheepolution
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« Reply #1462 on: January 26, 2014, 11:07:26 AM »

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0x0961h
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« Reply #1463 on: January 26, 2014, 12:20:02 PM »



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Geti
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« Reply #1464 on: January 26, 2014, 05:00:33 PM »

-snip-
Oh, you're still working on this from last LD? Awesome Smiley
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Udderdude
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« Reply #1465 on: January 26, 2014, 05:24:14 PM »



Dystopian candy crush future, I like it.
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sam_suite
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« Reply #1466 on: January 26, 2014, 06:35:59 PM »


Plane model is extremely placeholder, not that you can really tell what it looks like from so far away
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0x0961h
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« Reply #1467 on: January 27, 2014, 01:16:24 AM »

Dystopian candy crush future, I like it.
Thanks. Stripping the Royal Family of candies, one ATM at a time.
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Oskuro
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« Reply #1468 on: January 27, 2014, 02:34:45 AM »


More light tests. As the FPS indicates, Java2d is not a good option for performance.
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Quarry
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« Reply #1469 on: January 27, 2014, 07:25:21 AM »

From my experience, Java2D performance is very hardware specific. It might run comparably better in a system that is visibly worse than another one
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Oskuro
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« Reply #1470 on: January 27, 2014, 08:34:24 AM »

From my experience, Java2D performance is very hardware specific. It might run comparably better in a system that is visibly worse than another one

Not in this case. Java2d has a decent hardware performance if you keep to the specific operations that are accelerated, but for illumination effects I'm manipulating image pixels directly, which forces the image to be decelerated and handled by the CPU.

The solution, of course, is to use a library that allows interfacing with the hardware directly (via OpenGL for example) like LWJGL, something I'll eventually do.
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alex pang
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« Reply #1471 on: January 27, 2014, 03:59:33 PM »

Here is a neat gif of our game (its before the graphical re-work btw) (made by retrostark)

(also this one is not tile based)
Tig forum Devlog
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Hypnohustla
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« Reply #1472 on: January 28, 2014, 01:29:53 PM »

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eigenbom
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« Reply #1473 on: January 28, 2014, 01:37:58 PM »

omg thats gross
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ANtY
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« Reply #1474 on: January 28, 2014, 01:59:49 PM »

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{VeTeR}
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« Reply #1475 on: January 28, 2014, 03:04:00 PM »

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shoutscion
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« Reply #1476 on: January 28, 2014, 04:33:51 PM »

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barneycumming
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« Reply #1477 on: January 28, 2014, 04:36:04 PM »

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Crypit
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« Reply #1478 on: January 28, 2014, 04:43:46 PM »

That is brilliant!  Addicted
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Geti
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« Reply #1479 on: January 28, 2014, 05:02:49 PM »

More light tests. As the FPS indicates, Java2d is not a good option for performance.
While obviously a shader is the smart way to do this, you could also easily parallelise the texture construction in tiles with a couple of threads for a bit of speedup.

-snip-
This looks really good, if a little low contrast
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