[QUOTE=Nigey Nige;31273816]Before:
After:
Thoughts?[/QUOTE]
I think it looked better before, the ground just doesn't fit.
[QUOTE=AntonioR;31274365]I think it looked better before, the ground just doesn't fit.[/QUOTE]
[img]http://i.imgur.com/KL3oM.png[/img]
How about now?
That's even worse.
If you gonna have pixelated stuff in a video game, make every pixel the same size.
[QUOTE=Maurice;31274928]That's even worse.
If you gonna have pixelated stuff in a video game, make every pixel the same size.[/QUOTE]
And make the pixels align! That's my #1 issue with pixelated (usually flash) games.
[QUOTE=Ziks;31275063]And make the pixels align! That's my #1 issue with pixelated (usually flash) games.[/QUOTE]
I actually let things move between pixels in Mari0. Makes it a lot smoother.
But the ground and stuff aligns it to the pixel grid, so it's not that noticeable. I can see stuff with really big pixels that are offset look ugly.
But as long as it's not too obvious it should be okay.
[QUOTE=Maurice;31275102]I actually let things move between pixels in Mari0. Makes it a lot smoother.
But the ground and stuff aligns it to the pixel grid, so it's not that noticeable. I can see stuff with really big pixels that are offset look ugly.[/QUOTE]
Have you tried snapping the position of (for example) the particles from the portals to the pixel grid? It can make particle effects look pretty cool. Obviously only snap when rendering and not during your movement logic, but I assume you know that.
Good thing I backed up my images before I started fucking with them I suppose.
[video=youtube;7dfq9aiMpJs]http://www.youtube.com/watch?v=7dfq9aiMpJs[/video]
[url=http://www.foxprods.net/experimentalists/PixelShaderEditor.rar]Download link[/url]
This is a realtime 2D pixel shader editor I wrote. It requires XNA 4 to be installed. It will not work if you have only the client profile; you must have downloaded it as a developer.
It allows you to write shaders and, as you type, automatically updates the shader in the visualizer. If there's an error it uses the last error-free shader. You can view errors by clicking "View errors." You can add custom variables that increment over time. The name, increment and delay are all configurable, as well as the initial value. You can change the texture's position, scale, origin, rotation etc. in the program.
The shader language is HLSL.
[editline]22nd July 2011[/editline]
I'd watch it in 1080P if possible, so you can see the text.
[QUOTE=Ziks;31275212]Have you tried snapping the position of (for example) the particles from the portals to the pixel grid? It can make particle effects look pretty cool. Obviously only snap when rendering and not during your movement logic, but I assume you know that.[/QUOTE]
It just looks like it's running with low fps.
[QUOTE=snergwerf;31275337][video=youtube;7dfq9aiMpJs]http://www.youtube.com/watch?v=7dfq9aiMpJs[/video]
This is a realtime 2D pixel shader I wrote. It requires XNA 4 to be installed. It will not work if you have only the client profile; you must have downloaded it as a developer.
It allows you to write shaders and, as you type, automatically updates the shader in the visualizer. If there's an error it uses the last error-free shader. You can view errors by clicking "View errors." You can add custom variables that increment over time. The name, increment and delay are all configurable, as well as the initial value. You can change the texture's position, scale, origin, rotation etc. in the program.
The shader language is HLSL.
[editline]22nd July 2011[/editline]
I'd watch it in 1080P if possible, so you can see the text.[/QUOTE]
I'm a bit confused over your usage of the term "pixel shader". I [I]think[/I] you're saying you've written a program that allows you to write a shader that is applied to a scene in real time as you update it. How close am I to the truth? :v:
[QUOTE=Chris220;31275420]I'm a bit confused over your usage of the term "pixel shader". I [I]think[/I] you're saying you've written a program that allows you to write a shader that is applied to a scene in real time as you update it. How close am I to the truth? :v:[/QUOTE]
That's what it is, yes.
[editline]22nd July 2011[/editline]
Oops, I forgot to add the word "editor." :v:
[QUOTE=snergwerf;31275337][video=youtube;7dfq9aiMpJs]http://www.youtube.com/watch?v=7dfq9aiMpJs[/video]
[/QUOTE]
Where can I download this ?
[QUOTE=AntonioR;31275464]Where can I download this ?[/QUOTE]
I can rar it up for you, but you need the full XNA 4 package, not just the client redist.
[editline]22nd July 2011[/editline]
[url=http://www.foxprods.net/experimentalists/PixelShaderEditor.rar]Download link[/url]
[QUOTE=AntonioR;31275464]Where can I download this ?[/QUOTE]
Just so you know -
[url]http://developer.nvidia.com/fx-composer[/url]
[url]http://developer.amd.com/archive/gpu/rendermonkey/pages/default.aspx[/url]
--
[img]http://anyhub.net/file/3Eh4-tmp618d.png[/img]
Hm.
Nvidia Graphics card, hosting my own game.
[img]http://i.imgur.com/CnHn9.png[/img]
How's it looking? Better?
[QUOTE=Nigey Nige;31275947][img]http://i.imgur.com/CnHn9.png[/img]
How's it looking? Better?[/QUOTE]
It looks like people are underground.
[QUOTE=awfa3;31276078]It looks like people are underground.[/QUOTE]
[img]http://i.imgur.com/bVGJ3.png[/img]
Remove the grass and add some noise the the character sprites (just a little bit)
[QUOTE=Gbps;31267367]Was I the only one who noticed it looked exactly like Realm of the Mad God? :D[/QUOTE]
The artwork is completely inspired by ROTMG. Mainly for these 2 factors: a) it looks cool b) I can actually draw in that style :P
Damn it Mario, you're not a portal gun stop it.
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/mareh.png[/IMG]
Finally decided to update entity management.
Before entities were stored in a vector<list> , now I made a layer class which holds some additional data about each layer/entity list, for example which shader will be used to draw certain entity layer or layers rendering offset.
Just to spice things up, the whole scene is rendered with a facewound water shader, and on another texture (top-left) I rendered the whole scene without shaders :v:
[quote][img]http://img34.imageshack.us/img34/4972/projectstudenttoni20110.png[/img][/quote]
[QUOTE=neos300;31275903][img]http://anyhub.net/file/3Eh4-tmp618d.png[/img]
Hm.
Nvidia Graphics card, hosting my own game.[/QUOTE]
I don't have a nVidia card so I can't reliably find the problem, although I'll be getting one in about a month.
I've changed a few things that may have caused it, so can someone with a nVidia card test this: [url]http://anyhub.net/file/3Eic-release.7z[/url]
[QUOTE=Ziks;31278558]I don't have a nVidia card so I can't reliably find the problem, although I'll be getting one in about a month.
I've changed a few things that may have caused it, so can someone with a nVidia card test this: [url]http://anyhub.net/file/3Eic-release.7z[/url][/QUOTE]
still have the same issue, GTX570/OpenGL 4.1
[img]http://i.min.us/ibV3YQ.png[/img]
Why is this happening. What would cause this. Why would it work better on ATI cards then nVidia ones. Why me.
possibly something to do with triangle strip order if you're using that, or it could be that the texture gets flipped or rotated on nVidia or ATI cards...
[QUOTE=Ziks;31278728]Why is this happening. What would cause this. Why would it work better on ATI cards then nVidia ones. Why me.[/QUOTE]
What are you using to actually render the sprites?
It seems to only be sprites (not the world tiles) that have the problem, and I'm not using a triangle strip for them. The problem seems to be the texture coordinates that are sent to the shader, or how the shader interprets them. I'm pretty sure that the exact same data will be sent to the shader whatever card you have, so it must be the shader.
I can't see any problems with it myself, although I am new to shader writing (and OpenGL in general). Maybe a more seasoned OpenGL user can see the problem (and probably spot some optimizations I should really have done too, like how I divide the resolution by 2 three times for every vertex).
[csharp]public const String Vertex = @"
#version 130
precision highp float;
uniform vec2 screen_resolution;
in vec2 in_position;
in float in_depth;
in vec2 in_texture;
in vec4 in_colour;
out vec2 var_texture;
out vec4 var_colour;
void main( void )
{
var_texture = in_texture;
var_colour = in_colour;
vec2 pos = in_position - screen_resolution / 2.0;
pos.x /= screen_resolution.x / 2.0;
pos.y /= -screen_resolution.y / 2.0;
gl_Position = vec4( pos, in_depth, 1.0 );
}
";
public const String Fragment = @"
#version 130
precision highp float;
uniform sampler2D texture0;
in vec2 var_texture;
in vec4 var_colour;
out vec4 out_frag_colour;
void main( void )
{
vec4 clr = texture( texture0, var_texture ) * var_colour;
if( clr.a != 0.0 )
out_frag_colour = vec4( clr.rgba );
else
discard;
}
";[/csharp]
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