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August 19, 2018, 01:13:06 PM

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TIGSource ForumsCommunityDevLogsStone Story RPG - Beta Test Ongoing
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standardcombo
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« Reply #940 on: February 04, 2018, 05:53:25 PM »



The final feature I'm adding for this milestone is an additional Soul Stone. Almost done with it.

This task continues all the way back from page 17.. That was almost 3 years ago.
« Last Edit: February 04, 2018, 06:04:28 PM by standardcombo » Logged

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« Reply #941 on: March 11, 2018, 10:06:42 PM »



Heavy Hammer




Foreground snow VFX for a level that will come in the future (the one pictured here is Rocky Plateau).
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quantumpotato
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« Reply #942 on: March 13, 2018, 04:36:43 PM »

Snow effect looks great!

Curious, estimated playtime hours of final build?
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standardcombo
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« Reply #943 on: March 13, 2018, 06:30:00 PM »

Unknown at this point. Between 3 and 20 hours.
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quantumpotato
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« Reply #944 on: March 13, 2018, 06:38:56 PM »

Unknown at this point. Between 3 and 20 hours.
..nice. Pricepoint?
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standardcombo
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« Reply #945 on: March 13, 2018, 06:39:45 PM »

Between $10 and $20. As you can see, it's hard to give some publishing details while the game is still in the middle of development.
« Last Edit: March 13, 2018, 07:58:34 PM by standardcombo » Logged

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« Reply #946 on: March 14, 2018, 03:00:15 AM »

As you can see, it's hard to give some publishing details while the game is still in the middle of development.

while the game is still in the middle of development.

in the middle of development.

in the middle

of development.

I hope not, are you saying it will take 3.5 more years of waiting?! WTF

Tongue
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« Reply #947 on: March 14, 2018, 09:00:13 AM »

Uh, I hope not. Beta should be ready in a few weeks and you can play that  Coffee Final release is another story.
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« Reply #948 on: March 14, 2018, 10:41:22 AM »

fInAl ReLeAsE oR rIoT  Hand Shake Left No No NO Hand Shake Right
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« Reply #949 on: March 14, 2018, 08:01:53 PM »

May I ask what you use to animate your ASCII art?
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standardcombo
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« Reply #950 on: March 14, 2018, 08:30:51 PM »

Text editor, with copy/paste.
E.g.:

{ }
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%      -═\═══\  │#
%      / `   '--'#
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%%
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qMopey
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« Reply #951 on: March 15, 2018, 09:22:10 AM »

Nice and simple format! Very practical looking. I like it  Kiss
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standardcombo
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« Reply #952 on: March 18, 2018, 07:58:16 PM »



Perfected the Heavy Hammer animation.
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JobLeonard
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« Reply #953 on: March 19, 2018, 06:14:40 AM »

That screenshake
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standardcombo
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« Reply #954 on: March 19, 2018, 08:11:44 AM »



A new evil is brewing in the dark realm.

Alternate walk animations.
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standardcombo
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« Reply #955 on: March 19, 2018, 09:51:33 PM »


https://alittlebithigher.files.wordpress.com/2012/09/imgp0940_1k.jpg
https://alittlebithigher.files.wordpress.com/2012/09/imgp0932_1k.jpg
https://alittlebithigher.files.wordpress.com/2012/09/dsc5862_1k.jpg
https://alittlebithigher.files.wordpress.com/2012/09/imgp0917_1k.jpg
https://alittlebithigher.files.wordpress.com/2012/09/imgp0906_1k.jpg
https://alittlebithigher.files.wordpress.com/2012/09/m1650006_1k_red.jpg

Research. Most of these are too high-res to embed.


            .:´`.
          .::::. `-.
       .:::::::: `;.`-.
   .:::::::'.::' ´  `:.`-.__   
.::::::::: ::' |          `'::::...__.---.__
:::::::::. ::  '  \    \      `'::::::::/_.-`.
:::::::::.  '       \      \     `::::''.-´ __`.
::::::::'.                         :::::.--  _`|
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:::::.:::::::::`                        `::`::`
::::.::::::::/  \           \      \      `:::.`
::.:::::::::'    `.                         `':.`
:.::::::::'        `.             \            `:


   ,-----._
  /        `'-.__
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     /  \         _.-´    7
        (     _.-´         7
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   ,.:::.._
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        `  '


                              ____
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       __      ___            _  __                    _
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                  .'           ':::::::::::::            ´  )
                  |           ':::.:::::::::::         (
                 .´          '::::::::::::::::.         (
             ,..,;    .._   '::::::::::::::::::.
           .´   ´   .'  `:`;.'::::::::::::::::::
          .'        |  ´  `:::..'::::::::::::::::
         .'        .'     .::::::::::::::::::::::.
        .'        .'       `::::::::::::::::::::::.
   __  .'        .'        ::::::::::::::::::::::::
  : `::'        :          _`::::::::::::::::::.':::
`._;            ':        ;´ .::::::::::::::::::.:::.
« Last Edit: March 20, 2018, 12:10:54 AM by standardcombo » Logged

JobLeonard
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« Reply #956 on: March 20, 2018, 03:00:20 AM »

Quote
Research. Most of these are too high-res to embed.
You can explicitly set the max width of an embedded image with width=number, so something like this would work well:
Code:
[url=URLTOIMAGE][img width=800]URLTOIMAGE[/img][/url]

With that out of the way...

Puts on his best constructive art criticism hat Gentleman

Wow, you really set a challenge for yourself here with this kind of source material I think! Shocked But if anyone can pull this off in ASCII art it's you.

Remember how I said before that the techniques you use in your ASCII style are very close to line art, or more precisely: like old-school engravings? I think way you combine glyphs into a visual whole is very "engraving-like", making something visually simliar to lines and scratches, but using glyphs instead.

Some random engravings I pulled off the internet to illustrate my point: (click for high-res)



Source: https://thegraphicsfairy.com/black-and-white-rabbit-clip-art/



Source: https://thegraphicsfairy.com/black-and-white-rabbit-clip-art/

TANGENT: Might be fun to test my hypothesis by seeing if adapting engravings to your ASCII style is "easy" mode for you Tongue


For comparison (and new readers of the topic), Ultima Ratio Regum's use of solid blocks and colours is more paintlery.

So keeping that in mind: the large-scale structures of these images are quite simple, but the other visually striking thing about them is the mixture of light/dark contrasts and texture in the snow.

There are limits to how strongly you can contrast light and dark without resorting to solid block glyphs (and I think that you put a constraint of not using the more "graphical" glyphs for yourself, right?), or colouring the glyph a different shade of grey, so that's already a hurdle to overcome.

The texture part is a better match graphically, but finnicky, and more importantly: really limited by the resolution. You're clearly aware of this at some level. I don't know if it's a conscious thing, or a subconscious awareness due to tons of practice, but you're aware.

It's visible when comparing the lines in this:



To your two passes at it:



   ,-----._
  /        `'-.__
  \_ __ _        \
   /      ` .     `-._.-.
 .´        ___` .    /   \         .´
 |       _´    `-.`.|     `.     .´
 /   _.,/ ¯'-.    ¯¯        `._.´
| ,-´  )|      ` .        _,-´
¯¯    / |          ` ._.-´  7
     /  \         _.-´    7
        (     _.-´         7
         `---´           7
                          7


   ,.:::.._
  /_  .    `':...
  \_ __ _  `   '';
   /   -._` .  `  `:...-.
 .´/ /    `___` .  ` /. :\         .´
 |´`^./  _;:::::..`.|`:'.:`.     .´
 /´. _.,/:¯:.:':::::::. `'.:`._.´
| ,-´  )|::::::`.:::::::::_,-´
¯¯    / :::::::::::`::_:-´  7
     /  `:::::::::_:-´    7
   ,    (::::::.-´ .       7
  /      `---´   .       7
       .      .           7
        `  '


(using the sevens for footsteps is inspired though!)

Similarly, focusing on the texture work:


                              ____
                          _.::´,-.`\                  
                       _.´::´ , -.  |
                    .:´::'´  .    `./
              _...:´:'´    .´._     \`-,
       __.--'´             '`.`-._-.-| `-.
   _.-´      _             ,  `,  `._/`. |
.-´            `'.       _( `,   .  | \ `'\
       - - `  .-. \.-- ´   `.` . |         \__
                .´   ` \ `   \  /           \(`.




Now, I'm not criticising your ability here. This honestly seems like a nigh-impossible task to me. You're very limited by resolution and available glyphs.

I'm also not saying that you should emphasize these textures. When judging these studies by "how well do they work if you don't know the source, then the first and last ones are the most clearly mountains:

            .:´`.
          .::::. `-.
       .:::::::: `;.`-.
   .:::::::'.::' ´  `:.`-.__  
.::::::::: ::' |          `'::::...__.---.__
:::::::::. ::  '  \    \      `'::::::::/_.-`.
:::::::::.  '       \      \     `::::''.-´ __`.
::::::::'.                         :::::.--  _`|
:::::::'::`.           \   \        `:::::.._ `|\
::::::.:::::`.                \       `:::`::` \
:::::.:::::::::`                        `::`::`
::::.::::::::/  \           \      \      `:::.`
::.:::::::::'    `.                         `':.`
:.::::::::'        `.             \            `:


       __      ___            _  __                    _
    ___  )   (    )_     _   ( ´ _ )                _ ( )-._
   (   )    ( ( _   )`-.(  ,--- ( ) ` __          _(   (_(__)
          ´__           `            (  )-, _ _ _´ _`(_)
 ,-. __ -´(  ) .-.            _         `  ´ '_, `´ )_
    (  )          `-          ; `'.._          )      `__
                             /   . `::.    -._     _.-´  `.`.
                            .´  `-   `:::   ´ `.-.´        ) .
                          .´          ::::    (   `         `,
                        .´           ;:'.:   (                )`-,
        -., ´ `._.--   ;            .':::´                    `.
    _                .´           .:::::::.
 ,-(  )-,           :'           ':::::::::.
 `--` ¯¯           .'           ':::.:::::::.              _
                  .'           ':::::::::::::            ´  )
                  |           ':::.:::::::::::         (
                 .´          '::::::::::::::::.         (
             ,..,;    .._   '::::::::::::::::::.
           .´   ´   .'  `:`;.'::::::::::::::::::
          .'        |  ´  `:::..'::::::::::::::::
         .'        .'     .::::::::::::::::::::::.
        .'        .'       `::::::::::::::::::::::.
   __  .'        .'        ::::::::::::::::::::::::
  : `::'        :          _`::::::::::::::::::.':::
`._;            ':        ;´ .::::::::::::::::::.:::.

(especially the second one, the first could be mistaken for a dune)

But part of that might be that they have a mostly flat texture, so the global structure shines more. It'll be hard to balance these things.

My point is: this is super-hard to pull off with the way you make these images! Expecting someone to do that painstakingly glyph by glyph like you're doing is madness for large textures like this; I'm tempted to say that one needs a "directional brush" kind of tool for "painting" large sections of texture to get that in - how hard would it be to adapt your particle code from Unity for such a thing?

Looking forward to see how far you'll push this, and what kind of visual solutions you'll find! Hand Thumbs Up Left Grin
« Last Edit: March 20, 2018, 03:07:51 AM by JobLeonard » Logged
standardcombo
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« Reply #957 on: March 20, 2018, 08:37:07 AM »

A good write up of what's going on here. Thanks for the size hint. I selected various ridge shapes and perspectives to produce varying results. This way we see what works and what doesn't. So far I haven't explored texture in much depth, just going for the general shapes.

What I'm trying to accomplish with the shapes and comma glyph is to explore luminance (except these are negative, black on white, but when rendered will be white on black). My goal is that the patterned side looks illuminated and the empty area looks shaded. A sort of ASCII cell-shading technique I'm trying out. I've already used this in one background currently in game, and in the big Soul Stone images, but taking it a step further. The hypothesis is that the repeating pattern breaks the symbolism of the glyph and allows you to see the general shape instead. I will render some of these out and see what that looks like. I can try different glyphs to see what achieves the luminance goal.


Example of this shading technique in the Sight Stone

I can also mix different levels of grey, and will have to do so, because these are background and foreground elements. One rule I follow is that, first, it needs to look good in plain text. Then, it needs to look good rendered in the game font. Finally, coloring, texture details and animation.

The engravings reference is interesting. Fundamentally, I have found that what works in ASCII is simply to explore ASCII and different results come out. More inside-out, bottom-up. Try glyph combinations and see what happens.

I don't feel a tool is needed for drawing faster, because the resolutions I work with are not that big and I can type and copy/paste my way through without problems. The results are never good with an automated tool. Good ASCII art requires tinkering with each cell until it, subjectively, looks correct to the human eye. Further on this, the symbols work together not only on X and Y of the drawing, but from frame to frame on the animation. No tool can do that. Regarding the style I developed here, anyway. A tool could be excellent for another style.
« Last Edit: March 20, 2018, 08:50:57 AM by standardcombo » Logged

JobLeonard
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« Reply #958 on: March 20, 2018, 07:06:11 PM »

Actually, I'm using Stylus to invert the HTML colors of this forum, so your text art is white text on black background for me :D

Quote
The hypothesis is that the repeating pattern breaks the symbolism of the glyph and allows you to see the general shape instead.
That's not the whole story though.

I think the two engravings I used didn't really illustrate my point, because they don't use crosshatching to create volume as well as shade.

This one does a better job of that:



Look at the cheeks. The density of the dots is more or less the same for the shaded parts, but they are also arranged in a way that suggests lines in a way that creates volume. Same thing with the lines in the flowers and plants in her hair.

Now look at your Sight Stone again and see if you can spot similar techniques:



I see them. Especially on the bottom: the switch from : to ; is no coincidence: the latter gives it a rounded shape.

Now look at the bottom part of the left side of that imagine. It has a number of ' characters. Imagine using the ` there. It would also give the stone a rounded volume (would clash with the direction of ; though, so perhaps not worth it).

There is one lone forward tick on the bottom-right of the eye, above the shaded part.

Not look at the . glyphs on the top side of the left shaded area. Imagine you replace those with a forward tick. Again, it would imply some volumetric shape. Why? Because the glyphs get joined together into lines, like in the engraving.

What is happening is the kind of stuff discussed by gestalt psychology, where things are grouped together by symmetry and similarity to form percepctive wholes





What I'm suggesting is that to really capture the snow textures, you need to amp that aspect up, but in a way that balances with the global structures captured in the image.
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standardcombo
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« Reply #959 on: March 20, 2018, 07:55:15 PM »

Great references! I'll keep some of these principles in mind as I coalesce the different drawings into a complete background.
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