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TIGSource ForumsCommunityDevLogsTikotep Adventure - [PLAYABLE DEMO] - 2D adventure platformer
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Author Topic: Tikotep Adventure - [PLAYABLE DEMO] - 2D adventure platformer  (Read 60031 times)
alwex
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« Reply #120 on: May 19, 2015, 07:45:54 AM »

@Igor Sandman you're welcome! I hope it will be usefull for someone.
I will rework it and post it on http://tikotepadventure.com soon

@Mattie I think too. I will keep the not stretched effect in the final game

I worked on another shader today, a little bloom effect

before



after



It is subtle, but I found that the bloom effect make the scene more vibrant and alive
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Voltz.Supreme
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« Reply #121 on: May 19, 2015, 08:51:37 PM »

Everything looks fantastic!
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alwex
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« Reply #122 on: May 20, 2015, 10:29:23 AM »

As the game will need various maps/level, I worked on a pixelation effect to nicely deal with the map transition.
It allow to load the map in background so that the player won't notice the loading. This transition occures only when changing maps, not rooms (a map is made of multiple rooms).

here is the effect:

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JobLeonard
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« Reply #123 on: May 20, 2015, 12:30:46 PM »

Having a transition effect is probably a good idea.

But if I'm totally honest, I'm not a fan of it in its current form. The graphics so far have a dreamy quality to them, despite their pixelated nature. This has a very different feeling to it.
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alwex
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« Reply #124 on: May 21, 2015, 02:50:58 AM »

Yep you are right. What do you think of this transition (simple fade out/in).
The map did not take to long to load so it can do the job quite well.

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and
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« Reply #125 on: May 21, 2015, 03:10:46 AM »

I actually quite like the pixelation transition - it reminds me of SNES games. I think the fade in/out works fine though. It's a lot cleaner.
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alwex
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« Reply #126 on: May 21, 2015, 05:27:33 AM »

@and I quite like the two effect, I think I will made some more few tests with other technics. I like to the transition effect from the game environmental station alpha



maybe something in this style can match with the art/style
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alwex
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« Reply #127 on: May 21, 2015, 05:30:29 AM »

great news, Tikotep have been added to the website playfield.io

http://playfield.io/

Tikotep's adventure is on the top games of the week!  Toast Left
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alwex
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« Reply #128 on: May 24, 2015, 06:26:18 AM »

worked today on a running scene where Tikotep is followed by a wolf horde.
The spirit of the white wolf decide to help him.

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Crabby
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« Reply #129 on: May 24, 2015, 08:00:06 AM »

Wow. Eye candy all around!  Blink
That white wolf chase scene is great.
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alwex
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« Reply #130 on: May 26, 2015, 01:23:12 AM »

Still working on the wolf escape scene.
I just added some big trees (maybe sequoia, who knows).

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alwex
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« Reply #131 on: May 26, 2015, 08:29:47 AM »

Added a radial motion blur effect to accentuate speed sensation.
now the wolf spirit throw some nice little magic particles around.

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lobstersteve
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« Reply #132 on: May 26, 2015, 09:14:26 AM »

That's cool  Smiley
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Bluebutton
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« Reply #133 on: May 26, 2015, 09:20:49 AM »

The art style is great.

As to the transition, personally I'm not a fan of the pixelated version but the sidefade works. Have you considered changing the swipe fade direction dependent on the direction you're travelling to?
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alwex
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« Reply #134 on: May 27, 2015, 01:02:36 AM »

Have you considered changing the swipe fade direction dependent on the direction you're travelling to?

Sounds like a good idea, I will give it a try
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mk
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« Reply #135 on: May 27, 2015, 04:12:16 AM »

Lovely art!

I like the black fade out/in. I think it's suit the game much more than pixelation transition.
Also, the first one is way too slow.
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alwex
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« Reply #136 on: May 27, 2015, 05:43:22 AM »

Thanks guys for your feedback, I will stuck with the fade in/out and will try to make it look better.
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alwex
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« Reply #137 on: May 29, 2015, 01:32:13 AM »

The past two days was dedicated to refactoring (had some bug with collisions detection and attaching entities together).
I entirely refactor the QuadTree for collision detection improvement and it now work quite well.

As I have not found some Java QuadTree implementation accepting floating point over the net I decided to create my own version and to publish it on Github.

If someone is intersted here is the link:

https://github.com/alwex/QuadTree/

If you want the jar directly:

https://github.com/alwex/QuadTree/releases
« Last Edit: May 29, 2015, 01:48:58 AM by alwex » Logged


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bauer
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« Reply #138 on: May 29, 2015, 04:38:12 AM »

Just wanted to drop by to say that this looks super radical! Great job Beer!
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alwex
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« Reply #139 on: May 29, 2015, 02:36:14 PM »

@bauer Thank you for the kind words  Beer!
After a few tests, it seems that I earn up to 10% performance with the collision detection using the new QuadTree, the last one was not to much optimised and had a lot of dead code.
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