Walthros: Renewal - Now available
Moderators: Bob the Hamster, marionline, SDHawk
- Bob the Hamster
- Lord of the Slimes
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- The Wobbler
- A Scrambled Egg
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- The Wobbler
- A Scrambled Egg
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And now, an ending. The Burpin' Bros mini game is finished! Time to get back to the main RPG.
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- At about this many bubbles on screen, there starts to be some minor slowdown. Also, I got stuck in that side area! This will be fixed before release.
- BurpinBros0010.png (9.5 KiB) Viewed 6178 times
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- My high score
- BurpinBros0012.png (1.66 KiB) Viewed 6178 times
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- The End
- END.PNG (7.08 KiB) Viewed 6195 times
Last edited by The Wobbler on Sun May 03, 2020 4:36 pm, edited 1 time in total.
- The Wobbler
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Always great stuff posted here!
I went back and replayed Don't Eat Soap. Are there any new enemy movements/types in Burpin' Bros?
I remember that Eat Soap used to slow down a lot with about 20-30 bubbles on-screen, but the engine has gotten faster.
The fog looks nice. Is that two map layers or one?
It looks like there are some seams between tiles in places. Unfortunately that's because of the dithering: each tile is drawn and difthered independently. (Disabling dithering would prevent it.) I hardly ever saw it happening in my testing, so I stopped worrying about. I expect the next version will have an option to switch to 32-bit color, which will fix that problem.
I went back and replayed Don't Eat Soap. Are there any new enemy movements/types in Burpin' Bros?
I remember that Eat Soap used to slow down a lot with about 20-30 bubbles on-screen, but the engine has gotten faster.
The fog looks nice. Is that two map layers or one?
It looks like there are some seams between tiles in places. Unfortunately that's because of the dithering: each tile is drawn and difthered independently. (Disabling dithering would prevent it.) I hardly ever saw it happening in my testing, so I stopped worrying about. I expect the next version will have an option to switch to 32-bit color, which will fix that problem.
Last edited by TMC on Mon May 04, 2020 2:11 pm, edited 1 time in total.
- The Wobbler
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No new enemy types or movements here, the level layouts are all new but enemies/powerups are reskins.
Thanks! That's two layers of fog and I'm going to see how three looks later on in thicker areas. Having lots of fun testing this feature!
Thanks! That's two layers of fog and I'm going to see how three looks later on in thicker areas. Having lots of fun testing this feature!
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- Lighting test
- Lighting.gif (24.31 KiB) Viewed 6138 times
The fog is looking great with 2 layers. Really adds dimension to it and fits with the scene. Those glowing light things are cool as well. I've been thinking a lot about using transparency for a similar effect. I was wondering how far you could take it without getting too complicated to be worth it.
Animating the transparent sprite really helps it look like lighting, I feel. Other than that, the biggest issue is the shape of the light. When it's circular, it doesn't accommodate the 3D geometry of the area. Sure, it doesn't need to look super realistic to look good, but I've found it tough to make it mesh with the scene, rather than looking like an obvious overlay. I think you've done a great job making it mesh well!
Animating the transparent sprite really helps it look like lighting, I feel. Other than that, the biggest issue is the shape of the light. When it's circular, it doesn't accommodate the 3D geometry of the area. Sure, it doesn't need to look super realistic to look good, but I've found it tough to make it mesh with the scene, rather than looking like an obvious overlay. I think you've done a great job making it mesh well!
My pronouns are they/them
Ps. I love my wife
Ps. I love my wife
- Pepsi Ranger
- Liquid Metal Slime
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Yeah, the lighting and transparency effects really add to the scene. Makes it clear just how badly the engine needed it.
It does make me wonder how well it meshes with 256 color depth. Did you find it difficult to make it work in an aesthetically pleasing way? Do you find that it's easy to cut out fake lighting that we pixelate through tile art? Are you able to shape the lighting effect to stick to just the source (like the circular glow over the candle)?
This also makes me wonder if it's time to refresh our memory on how to create effective lighting by color. For example, the kind of light that bounces off of water would cast a bluish glow onto a target. Stuff like that.
It does make me wonder how well it meshes with 256 color depth. Did you find it difficult to make it work in an aesthetically pleasing way? Do you find that it's easy to cut out fake lighting that we pixelate through tile art? Are you able to shape the lighting effect to stick to just the source (like the circular glow over the candle)?
This also makes me wonder if it's time to refresh our memory on how to create effective lighting by color. For example, the kind of light that bounces off of water would cast a bluish glow onto a target. Stuff like that.
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- The Wobbler
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I definitely want to work on some shaped lighting once I get a hang of it, just using circular of different sizes/dithering density now.
I'm adding one more playable hero to Walthros: Renewal. What kind of animal hero would you like her to be? We've already got plenty of fish, dinosaurs, and walruses.
I'm adding one more playable hero to Walthros: Renewal. What kind of animal hero would you like her to be? We've already got plenty of fish, dinosaurs, and walruses.
- Attachments
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- Roland - This guy's gone through a few redesigns, here's his current look. He has the unique property of being able to equip any type of armor or accessory!
- Roland.PNG (8.18 KiB) Viewed 6096 times
Last edited by The Wobbler on Thu May 07, 2020 12:35 am, edited 1 time in total.
- Bob the Hamster
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Seahorse!
Also, I really like Roland's design
Also, I really like Roland's design
Last edited by Bob the Hamster on Thu May 07, 2020 12:47 am, edited 1 time in total.
- Pepsi Ranger
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- The Wobbler
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