From: Samuel H. <cri...@ge...> - 2001-08-28 15:49:43
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I have been giving thought to our talks of using comets instead of UFOs, and it occured to me, we actually already have some CG rock animation we could use as the comets. All we would need to do is come up with something to use as vapor trails following the rocks, and viola! We have comets! Something that might be visually neat would be to do as well is to do some simple vapor dissapation animation, and then have this animation trail the comets (kind of like how they used to construct large characters in 8-bit & 16-bit video games by stringing together a chain of smaller sprites, kind of like this from Space Harrier: http://freeweb.pdq.net/brandonmarks2/spaceharrier/arcade/shot05.gif ) Or, you could always lift code from your explosions demo to use as vapor trails as well. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-08-28 17:11:07
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On Tue, Aug 28, 2001 at 08:47:38AM -0700, Samuel Hart wrote: > I have been giving thought to our talks of using comets instead of UFOs, and > it occured to me, we actually already have some CG rock animation we could > use as the comets. All we would need to do is come up with something to use > as vapor trails following the rocks, and viola! We have comets! Hmm... I'm not sure how much I'd like to use the CG rocks. At least, as they are at the moment. They're a little too dark. I could tweak them in Gimp, but... ... I also would prefer to try and keep the sprites looking similar to each other (eg, cartoony). I can re-grab the tarball of original art and see what I can do with the 'shot' images. They look pretty comet'ish already. I think all we'll need to do is enlarge them some. > Something that might be visually neat would be to do as well is to do some > simple vapor dissapation animation, and then have this animation trail the > comets (kind of like how they used to construct large characters in 8-bit & > 16-bit video games by stringing together a chain of smaller sprites, kind of > like this from Space Harrier: > http://freeweb.pdq.net/brandonmarks2/spaceharrier/arcade/shot05.gif ) True. I think we can keep it pretty simple for now. > Or, you could always lift code from your explosions demo to use as vapor > trails as well. Well, it'd have to be a much simpler version. :) Explosions is a CPU hog. :) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 17:37:25
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On Tuesday 28 August 2001 10:08am, William Kendrick wrote: > On Tue, Aug 28, 2001 at 08:47:38AM -0700, Samuel Hart wrote: > > I have been giving thought to our talks of using comets instead of UFOs, > > and it occured to me, we actually already have some CG rock animation we > > could use as the comets. All we would need to do is come up with > > something to use as vapor trails following the rocks, and viola! We have > > comets! > > Hmm... I'm not sure how much I'd like to use the CG rocks. At least, > as they are at the moment. They're a little too dark. I could tweak > them in Gimp, but... They might brighten up once we add background graphics to the game. Also, I still have the original Blender sources for them, so making new ones (with additional light sources) isn't a problem. > ... I also would prefer to try and keep the sprites looking similar to > each other (eg, cartoony). Yeah, I do agree there. > I can re-grab the tarball of original art and see what I can do with the > 'shot' images. They look pretty comet'ish already. I think all we'll > need to do is enlarge them some. Okay, if you can give me new image sizes for each of these, I can go back and remake them from source (which helps clean them up, and keep the alpha-blending out of there ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-08-28 17:50:53
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(Regarding "small-shot" images being used as cometS) On Tue, Aug 28, 2001 at 10:35:21AM -0700, Samuel Hart wrote: <snip> > Okay, if you can give me new image sizes for each of these, I can go back and > remake them from source (which helps clean them up, and keep the > alpha-blending out of there ;-) Well, grab the latest CVS. I just threw them in there to replace the UFOs. One thing I also did was create two frames of 'exploding' comets. (Just a lot of selection tool-ing in Gimp) The size I picked was kind of arbitrary, but it looks ok. Lemme know what you think. -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 18:26:34
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On Tuesday 28 August 2001 10:48am, William Kendrick wrote: > (Regarding "small-shot" images being used as cometS) <snip> > The size I picked was kind of arbitrary, but it looks ok. I think they look okay, but are they so big as to slow the game down (the cities blow up slower than they did before, was this by design, or was the animation just slowed down?) We may want to resize the later on, we'll wait and see what some users think. One thing I personally would like (if for no other reason then as a throw-back to the original Missle Command ;-) is to have all the cities be the same color, and to have that color kind of dynamic with the ground color (like you can kind of see from this old 2600 missle command shot): http://www.atariage.com/screenshot_page.html?SystemID=2600&SoftwareID=1154&ItemTypeID=SCREENSHOT Bill, would you mind if I hacked away at the code to show you what I had in mind here? -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-08-28 18:30:03
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On Tue, Aug 28, 2001 at 11:24:29AM -0700, Samuel Hart wrote: > On Tuesday 28 August 2001 10:48am, William Kendrick wrote: > > (Regarding "small-shot" images being used as cometS) > <snip> > > The size I picked was kind of arbitrary, but it looks ok. > > I think they look okay, but are they so big as to slow the game down (the > cities blow up slower than they did before, was this by design, or was the > animation just slowed down?) FPS was slowed down. Even on my girlfriend's 400Mhz PIII, with the background image being re-blitted every frame, it goes _slowly_. What I should do is some dirty-rectangle stuff to get better efficiency. For now, I added a "--nobackground" ("-b") option to disable the background, but the FPS is still slow (on purpose). I need to find a happy spot in the middle I think. > We may want to resize the later on, we'll wait and see what some users think. > > One thing I personally would like (if for no other reason then as a > throw-back to the original Missle Command ;-) is to have all the cities be > the same color, and to have that color kind of dynamic with the ground color > (like you can kind of see from this old 2600 missle command shot): > http://www.atariage.com/screenshot_page.html?SystemID=2600&SoftwareID=1154&ItemTypeID=SCREENSHOT Hehe.. quite familiar with that game. ;) Yeah, ok... I can do that. (Just change which var I "mod" on - tee-hee!) > Bill, would you mind if I hacked away at the code to show you what I had in > mind here? Sure, lemme know when to 'cvs update' In the meantime, I'll continue reading Strenua Intertia. (I hadn't read it much previously... 21st cent. man is hilarious! :) ) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 18:58:00
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On Tuesday 28 August 2001 11:27am, William Kendrick wrote: > Sure, lemme know when to 'cvs update' Okay, it's now in CVS. Another thing I originally wanted was uniform ground colors (that cycled across waves), unfortunately, I didn't take that into consideration when I sent some of the original background images. So now I don't know which way would be best. Blitting cycling ground colors could be more "aesthetically pleasing", but that would meane we would be making two blits for every one city (or perhaps one single blit for the ground, or a single fill rect, I guess). -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-08-28 20:31:07
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On Tue, Aug 28, 2001 at 11:55:55AM -0700, Samuel Hart wrote: > > Blitting cycling ground colors could be more "aesthetically pleasing", but > that would meane we would be making two blits for every one city (or perhaps > one single blit for the ground, or a single fill rect, I guess). !? No. :) They're PNGs. The cities should appear just fine. Or, oh, I see, when redrawing. Hmm. Yeah. It shouldn't be too bad. (falling asleep after lunch) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-28 21:48:46
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On Tuesday 28 August 2001 1:28pm, William Kendrick wrote: > On Tue, Aug 28, 2001 at 11:55:55AM -0700, Samuel Hart wrote: > > Blitting cycling ground colors could be more "aesthetically pleasing", > > but that would meane we would be making two blits for every one city (or > > perhaps one single blit for the ground, or a single fill rect, I guess). > > !? No. :) They're PNGs. The cities should appear just fine. No, I meant if we also were blitting a "ground" image underneath the city images. That way, we would be blitting two images (one for the city, one for the ground) for each city blitted. See, I originally wanted the ground color to cycle like the cities (kind of like it used to in the old Missle Command). But now I'm thinking it probably would just be simplier to draw the ground directly onto the background images to save blits and make life simpler. I'll see if I can come up with some background images with ground overlays that I like. I'll let you know when I get them. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |