[QUOTE=DrLuke;34194973]Maybe you see it now:
[img]http://i54.tinypic.com/15yu0ee.png[/img][img]http://i54.tinypic.com/1yqnx2.png[/img][/QUOTE]
Wow, really? Does that really matter?
[QUOTE=supersnail11;34195336]Wow, really? Does that really matter?[/QUOTE]
Yeah. In my opinion they have quite a different feel to them.
All I wanted was a little rating vote. Didn't think that was asking too much...
I remember when I first started C++ 2 years ago, I was writing basic functions and my code was simple and anyone could read it, now I look at my programs
[code]
// checks link for garbage
void Check( std::string* file, std::string sCheck )
{
std::string::size_type check;
check = (*file).find(sCheck);
if( check != std::string::npos )
(*file).erase( check, (*file).length() - check );
}
[/code]
I don't think that's hard to read, really, but perhaps your naming of sCheck and the function name itself were a bad choice for what it does.
[QUOTE=amcfaggot;34195478]I don't think that's hard to read, really, but perhaps your naming of sCheck and the function name itself were a bad choice for what it does.[/QUOTE]
I call it like this
[code]
Check( &file, "[" );
Check( &file, "//]" );
Check( &file, "]" );
[/code]
file is a string with a url of a site, the other parameter is the thing we want to throw away from the end of the link.
[QUOTE=supersnail11;34195336]Wow, really? Does that really matter?[/QUOTE]
It's a subtle effect. The subtle effects are the most important ones, as they contribute to the overall athmosphere of your game/movie/whatever even though people don't conciously recognize it. The size of the shadow can determine the perception of depth in this case, as a bigger shadow means that the object is standing out more, like a bump.
[QUOTE=supersnail11;34195336]Wow, really? Does that really matter?[/QUOTE]
Every little thing matters.
[QUOTE=jalb;34195422]Yeah. In my opinion they have quite a different feel to them.
All I wanted was a little rating vote. Didn't think that was asking too much...[/QUOTE]
I'm not really a fan of the art style to begin with, but I think the gradients are just unnecessary. It's something I'd expect to find in a bad web page from 2005.
The dirt is weird. It looks like shiny brown boulders rather than dirt (the faux-specular highlights are the biggest problem, I think) and the gaps in the grass are a little awkward.
[QUOTE=ROBO_DONUT;34195608]I'm not really a fan of the art style to begin with, but I think the gradients are just unnecessary.[/QUOTE]
Don't know if you've noticed, but
[img]http://fc01.deviantart.net/fs10/i/2006/105/0/3/Night_Sky_Gradient_by_Deppio.png[/img]
The sky has a gradient.
[editline]13th January 2012[/editline]
It also looks 10 times better then a solid color in my opinion.
[QUOTE=ROBO_DONUT;34195608]I'm not really a fan of the art style to begin with[/QUOTE]
Can't please everyone. :v:
[QUOTE=ROBO_DONUT;34195608]but I think the gradients are just unnecessary.[/QUOTE]
You don't think this is a tad plain?
[t]http://dl.dropbox.com/u/11093974/Junk/grass3.png[/t]
Or are you suggesting something other than gradients? I'm open to suggestions.
edit: oh and if you meant the sky, the gradient is somewhat of a placeholder. We're gonna have some sort of background in place.
[media]http://www.youtube.com/watch?v=tO52IjA6w24[/media]
This is our previous game, Worms! Hamsters is a remake. Notice the backgrounds in it.
And if you're going to do the cartoony texture thing, I'd take a look at the Sphax PureBDCraft texture pack for Minecraft for inspiration. I think he's done it about as well as it can be done.
[QUOTE=Dj-J3;34195746]Don't know if you've noticed, but
[img]http://fc01.deviantart.net/fs10/i/2006/105/0/3/Night_Sky_Gradient_by_Deppio.png[/img]
The sky has a gradient.
[editline]13th January 2012[/editline]
It also looks 10 times better than a solid color in my opinion.[/QUOTE]
I meant the 'shading' around the edges, not the sky.
[editline]13th January 2012[/editline]
[QUOTE=jalb;34195794]Or are you suggesting something other than gradients? I'm open to suggestions.[/QUOTE]
I'd have the grass extend downward just slighly, or have darker brown 'roots'. The line between the grass and the dirt is way too clean and way too sharp. Have some [i]subtle[/i] shading below and behind the grass to give it some contrast and emphasize that it's in the foreground. Not a linear gradient, but something that fits the outline of the texture, but blurred with a wide radius. Think faux-AO rather than a drop shadow or some such thing.
The shading doesn't mean anything if the aliasing is sticking out like a sore thumb. You're asking for our opinions on the shading and it sits literally right next to graphical obstructions that damage the worth of either shading variance.
[QUOTE=amcfaggot;34195860]The shading doesn't mean anything if the aliasing is sticking out like a sore thumb. You're asking for our opinions on the shading and it sits literally right next to graphical obstructions that damage the worth of either shading variance.[/QUOTE]
Sorry if my antialias implementation is shitty. There [i]is[/i] some AA going on. I was trying to find a way to do both of them at the same time to speed things up.
[QUOTE=jalb;34195891]Sorry if my antialias implementation is shitty. There [i]is[/i] some AA going on. I was trying to find a way to do both of them at the same time to speed things up.[/QUOTE]
Getting AA working properly would definitely make it look 10x better though. Even if it reduces the FPS from 1000 to 300. Overall I really like the look of your game though :smile:
[QUOTE=jalb;34195891]Sorry if my antialias implementation is shitty. There [i]is[/i] some AA going on. I was trying to find a way to do both of them at the same time to speed things up.[/QUOTE]
Coming here and asking for feedback was the right thing to do. Don't be sorry about it, it's fine, but it does mean that you just need to rethink your AA approach. Right now it's not properly anti-aliasing the actual aliasing steps. It looks far more like it's feathering the edges of each polygon, which creates an even worse look than if you left them plainly aliased.
[QUOTE=jalb;34195794]Can't please everyone. :v:
You don't think this is a tad plain?
[t]http://dl.dropbox.com/u/11093974/Junk/grass3.png[/t]
Or are you suggesting something other than gradients? I'm open to suggestions.
edit: oh and if you meant the sky, the gradient is somewhat of a placeholder. We're gonna have some sort of background in place.
[media]http://www.youtube.com/watch?v=tO52IjA6w24[/media]
This is our previous game, Worms! Hamsters is a remake. Notice the backgrounds in it.[/QUOTE]
Are you planning on destructible terrain like in the original Worms games? Worms Armageddon is my all time favorite game, especially when my friends from back home would get together and LAN it.
[QUOTE=false prophet;34195990]Are you planning on destructible terrain like in the original Worms games? Worms Armageddon is my all time favorite game, especially when my friends from back home would get together and LAN it.[/QUOTE]
We have people suggest that every time the game comes up. It's up in the air at this point because we're tossing around implementing physics. Physics [i]and[/i] destructible terrain is really tough. At least for a pair of ambitious fools like ourselves. :v:
btw, didn't mean to hijack the entire page, but I really appreciate the feedback from everyone!
I fixed up the assembler to work with the syntax used in some other source files I found online.
You can check it out here [URL="https://github.com/calzoneman/JChip8"]https://github.com/calzoneman/JChip8[/URL]
[IMG]http://img35.imageshack.us/img35/6580/image10cl.png[/IMG]
Meh, I tried. It could probably be done better by someone who, you know, is actually an artist...
I probably went a little too heavy on the shadow.
The grass on the right hand side looks nice.
[QUOTE=marcin1337;34195433]I remember when I first started C++ 2 years ago, I was writing basic functions and my code was simple and anyone could read it, now I look at my programs
[code]
// checks link for garbage
void Check( std::string* file, std::string sCheck )
{
std::string::size_type check;
check = (*file).find(sCheck);
if( check != std::string::npos )
(*file).erase( check, (*file).length() - check );
}
[/code][/QUOTE]
Uh. You heard of [url=http://www.cprogramming.com/tutorial/references.html]references[/url] before?
They'd simplify your code quite a bit.
[cpp]// checks link for garbage
inline void Check(std::string& url, const std::string& garbage) {
std::string::size_type pos = url.find(garbage);
if (pos < std::string::npos)
url.erase(pos);
}[/cpp]
[QUOTE=ROBO_DONUT;34196293][IMG]image10cl.png[/IMG]
Meh, I tried. It could probably be done better by someone who, you know, is actually an artist...
I probably went a little too heavy on the shadow.[/QUOTE]
The grass on the right looks great. It'll probably end up looking something like that. I want to mention that the current grass was just copy-pasted from an older project as a placeholder.
Here's a mockup of the game. Made it several months ago, to get an idea of the look. I think your grass looks better than the one in my mockup.
[IMG]http://dl.dropbox.com/u/4367505/mockup1.png[/IMG]
Finally tracked down an annoying bug with putting array initializers inside array initializers. It seems like std::map was calling the value's default constructor after it was pushed into the map, which was making the pushed array into a number again. I have literally no idea why it's doing that, but I'm now just copying the value's contents across at a member level in code instead, and everything seems to work.
To celebrate, here's a bitmap smiley on top of a sine wave:
[img]http://i.imgur.com/qAGUI.png[/img]
:D
[QUOTE=r0b0tsquid;34197229]Finally tracked down an annoying bug with putting array initializers inside array initializers. It seems like std::map was calling the value's default constructor after it was pushed into the map, which was making the pushed array into a number again. I have literally no idea why it's doing that, but I'm now just copying the value's contents across at a member level in code instead, and everything seems to work.
To celebrate, here's a bitmap smiley on top of a sine wave:
[img]http://i.imgur.com/qAGUI.png[/img]
:D[/QUOTE]
That's very creative. Good job.
I think I'll add a few string manipulation functions, so you can actually do more than just print them. Maybe you should be able to index strings with subscripts to get the char values? :)
[editline]13th January 2012[/editline]
That was faster than I expected :S
[img]http://i.imgur.com/QONzE.png[/img]
Not that I'm complaining...
[img]http://f.anyhub.net/4PZY[/img]
Threaded world generation works, and I have a simple LOD system working (the central chunks are most detailed in this picture).
I will actually make the thread tomorrow so everyone else can join in if they want. The repository is still [url]https://github.com/Metapyziks/MarsMiner[/url]
[QUOTE=Ziks;34197805][img]http://f.anyhub.net/4PZY[/img]
Threaded world generation works, and I have a simple LOD system working (the central chunks are most detailed in this picture).
I will actually make the thread tomorrow so everyone else can join in if they want. The repository is still [url]https://github.com/Metapyziks/MarsMiner[/url][/QUOTE]
God damn man. Now I don't want to help anymore since it would only slow you down.
How can you work that fast?
What's the secret?
[QUOTE=Ziks;34197805]I will actually make the thread tomorrow so everyone else can join in if they want. The repository is still [url]https://github.com/Metapyziks/MarsMiner[/url][/QUOTE]
can i add lua to it
Littlebit of progress on my new game, an inventory and a player.
[img]http://i.imgur.com/FfHCw.png[/img]
(The items work.)
[QUOTE=Darwin226;34197840]God damn man. Now I don't want to help anymore since it would only slow you down.
How can you work that fast?
What's the secret?[/QUOTE]
My secret is having a load of failed projects to salvage code / learn from. Also not having anything better to do all day helps a bit.
[QUOTE=amcfaggot;34197875]can i add lua to it[/QUOTE]
Scripting would be nice, I would like it to be mod friendly. Also maybe we could have programming in-game to control machinery or something. It will be a while yet before we'll need to work on either of those though.
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