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Piworld

Started by 岩倉 澪, January 28, 2015, 08:43:25 am

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岩倉 澪

Never heard of Kenney, but I assume that's a complement  ;)

Here is a new mockup with some shadows to help with the depth problem

DJ Omnimaga

That looks even cooler. I had ideas in mind for shading and contemplated making a mockup of the previous image myself but this looks even better. :)

Duke "Tape" Eiyeron

I had once done a small block voxel renderer. to discern the layers, I set a shadow relative to the height of the block. It was fun to see. But I prefer your method. It's darker as it's more distant of the camera, isn't it?

岩倉 澪

February 12, 2015, 06:39:59 am #33 Last Edit: February 12, 2015, 10:03:08 am by 岩倉 澪
shadows are cast down onto tiles adjacent but below a higher tile, darker further from camera, but it isn't a perfect solution:


I'll be trying to work out a better solution tonight - I'm hoping casting a larger shadow based on how high up a tile is might be sufficient, but we'll see...

edit: after a night of consideration, I settled on a different method:


From my experiments, it seems too easy for lighting to introduce ambiguity, and is better left to serve only as an artistic effect.
Depth can be rendered unambiguous much easier by drawing a few borders. My first thought regarding this method was to use an edge detection filter, but upon further investigation I realized that would not suffice, as the areas I am concerned about blend together and thus there is no edge for it to detect. Furthermore, it would pick up unwanted edges within the art itself. I will work out the details on how to calculate the border edges for another night

DJ Omnimaga

February 12, 2015, 06:59:42 pm #34 Last Edit: February 12, 2015, 07:07:59 pm by DJ Omnimaga
Actually I like the border idea, although maybe they should be lighter so that they blend better with the rest? Also how would it look like if you still kept the shading even with the borders?


岩倉 澪

Yeah that looks nice! I'm not going to worry about lighting until much later though as it will only be an aesthetic concern. My next concern will be getting something up and running as far as a platform layer goes that can display these kinds of graphics.

I've used SDL for ~5 years, and have recently used SFML as well. SFML is nice from a high-level perspective and has the benefit of shader support, but SDL2 has scancodes, is cleaner and better thought out for low-level tasks, and is written in C. As such, SDL seems like the clear way to go, but I am anticipating a need for shaders, so I think I will want to use OpenGL for rendering. I've never worked directly with OpenGL & GLSL before, so I have some studying to do :)
Right now I'm thinking my dependencies will be derelict-sdl2, derelict-gl3, and possibly gl3n (an opengl math library for D I found in the dub repos)

DJ Omnimaga

By the way, will we be able to jump like in Mario RPG? One concern I have if you do that is since there's no 3D perspective then we might not know if a platform is just in front and very high or if it's next to the character. IIRC Mario RPG often pulled suck trick on the player, but it's something to keep in mind when designing maps and puzzles.

岩倉 澪

The player will be able to jump

Hmm, I hadn't thought of that but it is a good point! I can think of a few potential ways to solve that
One would be to use shadows, but that would maybe limit the use of lighting for aesthetic purposes


Other options would be avoiding floating platforms altogether, or to make them artistically distinct from normal tiles in some way. I'm not sure if the game will have them yet

Duke "Tape" Eiyeron

Maybe making them bob a little, like two-three pixels...

岩倉 澪

That's one of the ideas I had in mind as well, another one would be to have a tile/s under the platform that gives it a "floating island" kind of look. Those ideas could be combined as well of course

DJ Omnimaga

I like the shadow idea. To ensure there won't be misleading platform edges, you could do like Kirby Dream Course and design the maps so higher platforms are never in front of lower ones.

岩倉 澪

ahh, I see what you are saying. I'll definitely avoid that

Duke "Tape" Eiyeron

Laybe change the lower part to make it look like a flaoting island?

岩倉 澪

February 16, 2015, 12:26:00 am #43 Last Edit: February 16, 2015, 01:28:13 am by 岩倉 澪
adding additional tiles below the platform to make it look like a floating island would increase the height of the first platform necessary for the problem to occur, but it wouldn't solve it




I gathered up all the old piworld stuff I could find today and made a big imgur album: https://imgur.com/a/vhR3T

DJ Omnimaga

Nice to look through those old images again :D

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