Search found 4098 matches

by TMC
Mon Oct 19, 2015 3:28 pm
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 336345

Proof harpygame isn't dead AND a nice piece of work!
by TMC
Mon Oct 19, 2015 3:09 pm
Forum: Q&A Discussion
Topic: Battle Animations
Replies: 26
Views: 5704

I had a look, and positions of attack sprites don't make much sense, really. Normal, Drop, Scatter, and Ring attack animations place the attack sprite aligned to the bottom-left corner of the target sprite and up 2 pixels (with an exception for hero targetting self). Regardless of the size of the he...
by TMC
Mon Oct 19, 2015 2:13 pm
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

I don't know what you mean by "frameset", a subset of frames in a sprite set which make up a single animation? By spriteset I mean all the frames making up a walkabout set, etc, and all its animations. Per-frame palettes would make palette swapping more complex (would have to either specif...
by TMC
Sat Oct 17, 2015 1:12 pm
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Ah, that would be my mistake, I thought we were using the premise that a palette was per spriteset. Per-spriteset local or master palette? That could be another option. The idea is that if importing an 8 bit image and the master palette is identical, then you already have the palette you want, and ...
by TMC
Fri Oct 16, 2015 1:16 pm
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Just to clarify, would this mean that local palettes would use a larger type to store indices (unsigned 16 bit)?. If so, this seems like the most seamless option. Yes. But the downside is that management of an indefinitely large master palette gets more complex. If there's one extra colour in an im...
by TMC
Thu Oct 15, 2015 11:38 am
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Another idea: master palettes could also be treated like local palettes pretty much everywhere, without need for special identity-map local palettes. (In particular spritesets directly indexing into the master palette.) It would be ideal if they could be referred to with normal local palette ID numb...
by TMC
Wed Oct 14, 2015 12:16 pm
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Terminology: Let's call the 16-colour palettes which index into a master palette containing RGB colours `local palettes'. A singular universal graphical format might simplify the graphics editors a bit, but it's not a requirement. Each spriteset could be stored in a different format, as well as diff...
by TMC
Tue Oct 13, 2015 9:56 am
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

We've currently got this thread running over at pixelation. There has been some back and forth about dither but currently Howard's using a 2x2 bayer matrix and IMO it's working pretty well. Hmm, that is pretty convincing for adding ordered dithering as an option. Well, you can have paletted 24bit s...
by TMC
Tue Oct 13, 2015 8:11 am
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361602

Bob the Hamster wrote:Cursed Potion Of Resist Ice (cpori)
This makes much more sense now!

There are two natural orientations for a hex grid. There are heaps of great references for hex grids, A*, and a whole lot else on Amit's game programming page.
by TMC
Mon Oct 12, 2015 12:14 pm
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Since that sphere packing palette is so regular, wouldn't it be possible to sort it into ramps according to a pattern rather than a highly irregular sorting by hand? Or maybe that is what it already is. Also for palette swapping purposes. I don't think pal swaps are going to go away. Yes. Although I...
by TMC
Mon Oct 12, 2015 11:19 am
Forum: Game Discussion
Topic: Staying in the Know
Replies: 10
Views: 3459

Good initiative, it's really nice to hear about all these projects. I'm looking forward to pretty much everything mentioned here, so I won't bother to name them all. Pepsi, I say work on whatever you want or need to. Don't work on your games for our sake; obviously it'll take years more either way. ...
by TMC
Fri Oct 09, 2015 8:36 am
Forum: General Discussion
Topic: Minecraft Thread
Replies: 802
Views: 160175

Hmm, I haven't been on the server in many months. I had actually wondered whether the server was still up since I haven't heard a peep. I should take a look sometime.

So next people will be signposting flight paths and digging glide shafts down to mines!
by TMC
Fri Oct 09, 2015 8:27 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 336345

Oh, I love those leaves. The glinting in the sun looks both arty and realistic at the same time. It really gives me a strong impression of a bright summer day. The way the roots sit on the grass is clearly not good, though I assume it's just not finished. I don't think it's wrong for them to have su...
by TMC
Fri Oct 09, 2015 8:01 am
Forum: Q&A Discussion
Topic: Foemaps
Replies: 6
Views: 1814

Oh, whoops. I decided to double check and discovered I was wrong on one point. Although the countdown is saved in saved games, it's reset (to random(40,160)) when you change map, trigger a battle with a script or textbox, or (surprisingly) dismount a vehicle. We could always add a script command to ...
by TMC
Thu Oct 08, 2015 11:36 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 336345

Very nice. But I'm wondering what the intention of the white tops of the larger trees is. They look like flowers? (Definitely a different colour, because the highlights on the smaller trees are much dimmer.) I hate to complain, but compared to the nice trees, I think the grass looks quite a bit like...