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Random "work in progress" shots

category: general [glöplog]
also "finalize" operator. for that extra 10%! :D
smash: Nothing extraordinary - it just speciifies a set of rendertargets and lets all its inputs render one after each other. For combining things and "linking" and stuff. :)
added on the 2013-12-05 15:50:15 by kb_ kb_
kb_: easy, they skewed boxfilters overlap.
added on the 2013-12-05 18:36:04 by kusma kusma
(btw, I didn't mean to claim to have *invented* the trick, only to have been using it for a long time)
added on the 2013-12-05 18:37:04 by kusma kusma
kusma: I know that; the problem is that as soon as I omit the 0th sample from the other box filters the brightness goes down in the sharp places :/
added on the 2013-12-06 01:11:18 by kb_ kb_
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added on the 2013-12-06 01:42:56 by rudi rudi
kb, kusma: is there any way to solve leaking with a separable blur like that? surely it's always going to have artefacts..?
added on the 2013-12-06 11:12:28 by smash smash
smash: IMO not really. It's getting a bit better by doing scatter simulation (aka always blur with the full width and decide if the target pixel lies within the samples' COC instead) but that technically makes the blur non-separable, hence NEW halos *sigh* :)
added on the 2013-12-06 15:54:42 by kb_ kb_
kb: yeah, getting it right is a bit fiddly.

smash: not to my knowledge, which is why I've implemented Sousa13 instead these days.
added on the 2013-12-06 16:19:45 by kusma kusma
*Wub* *wub* automation work-in-progress.

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added on the 2013-12-15 16:11:12 by el-bee el-bee
noby: Sounds amazing! :) Nice chilled atmosphere you've got going.
that interface has become so alien to me, when I see it in renoise..
added on the 2013-12-19 12:53:36 by leGend leGend
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added on the 2013-12-20 03:08:54 by sigflup sigflup
noby: i want more!
noby: nice!!
added on the 2013-12-20 03:44:09 by sigflup sigflup
freezedream, cherri, sigflup: In due time you will! Hopefully some time during the spring...
added on the 2013-12-20 16:11:08 by noby noby
Well. i have seen that Super Bread Box has been released .... yesterday ( europe time ) ... so i guess it does not hurt to show the progress images of "Mega Crate Box" ... An enhaced port of SCB that would have to have used Project MD's Engine ( as it's open source ) ... And yet, things happened with my coder and shit got f***ed up.


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( Early Sprite Comparision Chart )

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( More Complete Sprite Sheet Conversion SMS Sonic was used for size reference )

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( Alpha v0.01's Splash Screen [a sprite viewer that not even i, or even Trox, the coder, seem to have]

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( The training course )

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( Early Rendition of the First Stage. Ground tiles were placeholder. And the BG mostly too. )

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( BG With some Placeholder Enemies. For Size Testing )
added on the 2013-12-26 02:05:09 by ZanaGB ZanaGB
just to take the piss out of the internet and all the crappy OS's
Graphics and code not yet optimised - just the visual copy
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added on the 2013-12-27 19:37:10 by lamertron lamertron
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added on the 2013-12-27 23:58:58 by mudlord mudlord
mudlord: Nice 3D wireframe. I look forward to where this is heading. :)
I need to add texture coordinate generation.

I had luck with per vertex lighting, but it still seems a bit off to me. I need per pixel, at least.
added on the 2013-12-28 10:46:55 by mudlord mudlord
ZanaGB: Damn, what a shame! Looks lovely.
added on the 2013-12-28 14:53:02 by linde linde
mudlord, just add antialias and some postprocessesses, then explode to individual polygons and grow objects again from them.. -from the "just a thought" department of my brain =)

looks nice
added on the 2013-12-28 22:55:29 by leGend leGend
Legend good idea. I think we should make a demo about it to make the idea more clear and visible ;)

And Mudlord, drop adding the texcoords as u will simultaneously get the level of design drop to bottom in case putting too much there. Of cos having texcoords in other places/meshes can be good idea, and a good feature option to have in general. Have you considered doing the wireframe stuff with deferred texturing?
added on the 2013-12-29 16:43:13 by deepr deepr

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