Oct 1 2013, 9:18 pm
In response to Ter13
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Do you mind making that into a Tutorial and publishing it for others?
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In response to Ter13
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Comment #245. The Plat-former.
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Oh, don't worry about that. It's heavily under construction. I've actually completely revamped the code I showed already, implementing some functions that are really useful for building platformers. (SteppedOn/SteppedOff, Bump->Bumped, Move->Moved, Cross->Bound/Uncross->Unbound, Crossed->Bounded/Uncrossed->Unbounded, etc.)
You guys should see another couple of libraries coming out of me this month or next in regard to that system once I have it finalized. Hopefully, I can get back to my first person tutorial once this month is over. v500 completely sidelined me. |
Alright, last one (for now... muahahahaHAAAAA!!!!)
I need to work on getting a higher resolution copy of the logo lettering (or anti-aliasing that one), because it's a little jaggy, but I like the effect! |
It looks like the "BY" starts centered while the "ND" Start to the right of center (the left edge of the "N" appears to be at center).
Looks amazing, but my eyes keep noticing and fixating on that. |
In response to SuperSaiyanGokuX
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SuperSaiyanGokuX wrote:
Alright, So, nevermind that... One MORE. Last one. I (almost) promise! A little "retro" effect in this one. |
Now make it fade in from black and then out to black and make it a library. Thus, the beginning of the official BYOND in-game logo!
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In response to Bravo1
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Bravo1 wrote:
Now make it fade in from black and then out to black and make it a library. Thus, the beginning of the official BYOND in-game logo! I do plan to release it as a "library" (more like a demo, I guess?), but I need to really clean it up before I can do that. Plus, the electron orbits are still not quite perfect. The vertical orbiting one is pretty good, but the two angled ones are still a bit off in their timing. I realized why that is (they're traveling a longer distance in pixels!), but I still can't get the timing right. Plus, I want to stick in all kinds of customization and options. Like toggling or adjusting elements (like the shooting particles, or the electron trails), adjusting the color of each element, changing speeds, etc. If/when I release it as a library/demo, I'll probably just have a separate file (config.dm?) that defines all of the control variables. [Edit:] I think all of the elements need to be a higher resolution, too (the electrons, for instance, are 32x32; I should make them 2-3x larger than that, and the set their base transform to shrink them down to 32x32; that way, when they get "blown up" they won't look so pixelated) Obviously, this entire thing looks a bit nicer "in person" than it does in a compressed and artifact-y .gif, but it's still not really "professional" quality. Hmmm... Maybe I should split this discussion off into its own topic, so I can stop bombarding this one? |
In response to SuperSaiyanGokuX
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First game it's gonna be used in is, Densetsu. :P
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Oh, I should probably point out that for some reason alpha seemed to change very slowly even though my time was accurate. I had set alpha to 0 in animate(), with time = 5. I think perhaps alpha might be doing it in seconds rather than 10ths of a second.
SSGX awesomely made: This could be put in place of where the ads are supposed to go in the splash screen when joining a game. If you can make it loop decently, I don't suppose you could give Tom the GIF for that purpose. |
The gif is clearly not as good as the live thing SSGX made, I bet. There are clearly lots of colors there, and it looks like the GIF format's color limit is messing that up.
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In response to Ter13
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Ter13 wrote:
It's a bit much on that last one. Heh. A little over the top? lol (I'll be honest, that was on purpose; I'll be toning it down, or rather, there will be settings to tone it down; or crank it UP...lol) |
atom.color allows for the use of a fake "backbuffer graphics object". This 40x30 atom screen is calling a DrawRect() proc every tick (30 FPS). edit: 80x60 seemed to lag a bit, and any multiple beyond that was too intensive on CPU to even consider doing. |
In response to Makeii
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Makeii wrote:
Oh, I should probably point out that for some reason alpha seemed to change very slowly even though my time was accurate. I had set alpha to 0 in animate(), with time = 5. I think perhaps alpha might be doing it in seconds rather than 10ths of a second. That shouldn't be possible. The interpolation is done on all vars in a stage at once, and alpha's interpolation should be identical to that used by the red, green, and blue components in atom.color. If you can isolate a case of alpha not working correctly, please post some example code. |
The problem seems to have happened when I was designing my brand's logo animation for a project. The animation is as follows:
Update() runs every tick. hud_zynkco/Update() I fiddled with the timing again, but I cannot replicate the problem. I guess maybe it was something on my end. |