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Re: What are you working on? [Re: Kartoffel] #460187
06/18/16 20:01
06/18/16 20:01

M
Malice
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Quote:
@Malice: well it's 2d only, which means you can't really combine it with 3d rendering (if that's what you meant)


No it's not quite what I meant. So if we use a 3d engine analogy, A 3d model use smaller 2d sprites and/or 2d particles to create FXs. The programmable nature of this FX system allows for some randomness and "noise" in each instance of the FX.

So in a 2D system, where 2000 sprites can be rendered but probably only 20% n400 will account for the main entities, than maybe the other 80% can be used for a FX systems that allows for randomness and "noise" in each instance of the FX.

In the gif below.. the gun-flash is always the same... But with a programmable FX system and using(for ex) n10% total sprites, couldn't you achieve some pre-instance unique FX for the gun flash...


Is it a waste? Probably. I just really love the idea of adding chaos and variety to all games. My mind just dislikes the repeated exactness in the visuals of all games. To me it can be the greatest, most beautiful 3d rendered game with hyper real textures, but my eye and mind crave those little bits of dis-uniformity that bring me closer to real life. EDIT- That is when I'm not running for dear life and I stop to admire the vWorld -end edit

So I was thinking with 2000 sprites a vFX system is possible. And of course in a vFX system collision isn't really needed. Or at least pre-sprite collision, a volume for the whole vFX would probably do.

Lol I'm assuming again and rambling...

Last edited by Malice; 06/18/16 20:05. Reason: Correct typos and clarify
Re: What are you working on? [Re: ] #460189
06/18/16 21:46
06/18/16 21:46
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Shouldn't be too much of a problem, unless the number of particles gets really high.
Although (in the case of a muzzle flash, like your example) I'd prefer to "bake" the animation and use a single or at least a lower number of animated sprites.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #460202
06/19/16 21:14
06/19/16 21:14

M
Malice
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Malice
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Tried working on a Father's Day eCard using the engine build as deployment.

I was making sprites and models act out a cut-scene basically. But it's quite bad looking. So here is a bad looking sprite for you... lol

Work sprite unfinished

Gif as plane model with bump


Download folder for all the stuff for this one p.o.c. sprite.
Download Folder gDrive

Maybe it'll be worth something to someone... Laugh Maybe as a what not to do lesson.

Re: What are you working on? [Re: ] #460243
06/20/16 23:54
06/20/16 23:54

M
Malice
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Malice
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My attempted Father's Day eCard

video link
https://youtu.be/HsK9gL8pojU

YouTube quality up yo 1080p for those with killer internet speeds.

Re: What are you working on? [Re: ] #460244
06/21/16 00:23
06/21/16 00:23
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
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Dooley  Offline
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Posts: 868
Chicago, IL
I was able to get Anomalies to export models with skins intact:


Re: What are you working on? [Re: Dooley] #460252
06/21/16 17:57
06/21/16 17:57
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
I managed to port the pixelated (deferred) renderer that I made a couple of months ago to my new rendering pipeline:



I'm now using my own 2D renderer, instead of using acknex's VIEW* and ENTITY* objects. It works quite well and the performance should be a lot better than before.

Like the old one, it supports dynamic lights, normalmaps, high-quality HDR and some other post-processing effects.
However, the visual effects aren't properly adjusted right now. I'll need a full scene to do this.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #460260
06/21/16 19:17
06/21/16 19:17

M
Malice
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Malice
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^--- Awesome!!! Dude!!




lol-I'm a bandwidth theif!!

Last edited by Malice; 06/21/16 19:19.
Re: What are you working on? [Re: ] #460341
06/25/16 22:02
06/25/16 22:02
Joined: Mar 2014
Posts: 359
CocaCola Offline
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CocaCola  Offline
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Joined: Mar 2014
Posts: 359
^:D the 2nd post abut you 2d Renderer in very short Time, cool.

I´m working on, a car script, working with c_trace, without the Flags Polygon or box and no c_move
[video:youtube]https://www.youtube.com/watch?v=FRd1U2cDVs4[/video]

Re: What are you working on? [Re: CocaCola] #460378
06/28/16 16:52
06/28/16 16:52
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
Iam bored. Working on a funny animated desktop shredder / trashcan. Eyes follow cursor, eyebrowns are moving, and maybe it gets more fat with more files in ^^
When drag and dropping files, it opens its mouth ^^

https://youtu.be/JZW4113ngd8

And yes, style is faked from angry birds ^^

edit: Of course the window frame wont be visible later on Desktop
edit2: If some spriteguy is bored, i would love to Change sprites to a "fat Comic rat" grin

Last edited by rayp; 06/28/16 17:32.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #460383
06/28/16 18:09
06/28/16 18:09
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
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Dooley  Offline
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Joined: May 2005
Posts: 868
Chicago, IL
Looks fun!

I am currently on a major bug hunt in my game. I want to make a stable, working demo that I can let people try out.

Questions for experienced developers:
1. Does it ever end?
2. How do you stay positive?
3. How/When do you decide that it's easier to just take what you've learned and start from scratch?

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