May 26, 2019, 03:20:01 AM

Author Topic: Crazy Caves  (Read 3485 times)

Offline Derron

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Re: Crazy Caves
« Reply #30 on: February 18, 2019, 10:45:45 PM »
Why not just have the scanlines a big (repeating/tiled) texture which you draw on top of your whole game - no need to precreate that effect on each sprite.

also why do you scale the sprites already (you said you scaled by 4x)? Just do it in your game - as this allows to play it in a native resolution if possible (CRT enthusiasts ?).
If your game does "filtering" when scaling there is surely an option around to disable that.


bye
Ron

Offline therevills

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Re: Crazy Caves
« Reply #31 on: February 18, 2019, 11:24:32 PM »
Could you just use a CRT shader? Not sure what you are coding in though...

Offline Steve Elliott

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Re: Crazy Caves
« Reply #32 on: February 18, 2019, 11:53:49 PM »
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Could you just use a CRT shader? Not sure what you are coding in though...

I've no experience of shaders, that's why I haven't done it.   ;D  AGK.

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Why not just have the scanlines a big (repeating/tiled) texture which you draw on top of your whole game - no need to precreate that effect on each sprite.

I know, I already did something similar on my GridFire Game, you should know this.   :P  Just trying something different at this very early stage.

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also why do you scale the sprites already (you said you scaled by 4x)?

So I can apply the scan effect to it and bake the scanline effect into the sprite, remember these are tiny sprites so you really have to be careful things don't fall apart on scaling.  Besides the main reason, why waste cycles having the computer do the work when it's simple enough to pre-prepare the sprites?  Just trying some things in Photoshop, experimenting.  I'll probably go back to my GridFire style overlay, but it's always good to try new things.

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Offline MrmediamanX

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Re: Crazy Caves
« Reply #33 on: February 19, 2019, 01:43:07 AM »
there's the CRT effect from "You Have to Win the Game" which look pretty neat.
I may need to tinker around and build my own version of it some time.

Offline Steve Elliott

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Re: Crazy Caves
« Reply #34 on: February 19, 2019, 03:03:10 AM »
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there's the CRT effect from "You Have to Win the Game"

Thanks, I've never seen that game before but my colour scheme for Crazy Caves is similar, although I aim to use red as well as magenta for the overall colour of the Caves.

As for the CRT effect it's a bit much for me, with the old tv curvature and screen glare too.
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Offline MrmediamanX

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Re: Crazy Caves
« Reply #35 on: February 19, 2019, 04:20:57 AM »
To true .... something like that would be best suited for a non comp game.
though I just couldn't resist and built my own ... no "shaders" just layered transparent screen sprites,post processing fx and an animated transparent noise gif texture.... not to shabby I guess. ;D

Offline Steve Elliott

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Re: Crazy Caves
« Reply #36 on: February 19, 2019, 04:44:28 AM »
Cool, that looks great   8)

Just don't post any more here though, use your own worklog for that.  This is a personal worklog for my game, not yours lol :P
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Offline Steve Elliott

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Re: Crazy Caves
« Reply #37 on: February 19, 2019, 12:50:44 PM »
Finished my bitmap font for text and numbers alongside the graphics, now I need to create a data file that AGK requires for the Sprite Atlas (Sprite Sheet).  I've used a Sprite Packer Program that automated this process, but I found it didn't work as intended.

Small but steady progress.  Graphics are coming along and I can move my character about as he animates nicely.  The gif animation is a bit random compared to in-game, maybe Photoshop has mixed up the frames or timing, but you get an idea of how it looks animated.
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Offline Qube

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Re: Crazy Caves
« Reply #38 on: February 19, 2019, 02:14:53 PM »
Looks sweet ;D

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I've used a Sprite Packer Program that automated this process, but I found it didn't work as intended.
I use Texture Packer Pro which works really well and also has a free version. The only thing I have to do after setting it for AGK is to manually set the data file name.


Until the next time...

Offline Steve Elliott

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Re: Crazy Caves
« Reply #39 on: February 19, 2019, 02:19:38 PM »
Thanks, be good to get some more graphics on-screen and I personally like the gameplay, but coming along, trying to play catch-up right now.   :D

I had some problems with it leaving artifacts, perhaps because sprites were small.  Anyway, no time to fart arse about with it right now because I'm a bit behind schedule.

Added some nice Spectrum 128 music (ish) that plays in the background.   :D
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Offline Qube

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Re: Crazy Caves
« Reply #40 on: February 19, 2019, 02:33:43 PM »
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Yeah I had some problems with it leaving artifacts, perhaps because sprites were small.
Ah that. Change the border padding to 1 and in AGK use SetSpriteUVBorder( spriteID, 0 )

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Anyway, no time to fart arse about with it right now because I'm a bit behind schedule.
Save time, go with what works :)

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Added some nice Spectrum 128 music (ish) that plays in the background.   :D
Lol, that's what I'll be going for, Spectrum 128 music (ish) :P
Until the next time...

Offline Steve Elliott

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Re: Crazy Caves
« Reply #41 on: February 20, 2019, 02:37:31 PM »
Working on some cave graphics...
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Offline MrmediamanX

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Re: Crazy Caves
« Reply #42 on: February 20, 2019, 04:33:39 PM »
I get the feeling someone is going comment on the CRT lines of vertical cave sprites.
may need to dupe it.

Offline Steve Elliott

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Re: Crazy Caves
« Reply #43 on: February 20, 2019, 04:51:12 PM »
Yeah lol just a quick rotation to see how things looked.

I think personal worklogs are just to give people a basic idea of what you're working on and the graphic style - rather than asking for critique at a very early point in development.

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Offline Steve Elliott

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Re: Crazy Caves
« Reply #44 on: February 20, 2019, 08:59:08 PM »
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I get the feeling someone is going comment on the CRT lines of vertical cave sprites.

Yep it was just a test, so a replacement screenshot.

I think that's all I'll post until the game's near completion, don't want to show too much at this stage  ;D
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