Bearman_18
Fruit Stand Deadbeat
Rich is back!!! \( 0_o)/
The Stone Head looks awesome!
The Stone Head looks awesome!
This happens to me too. Maybe you can try LICECAP and set it at 30fps. Still haven't got a way to create cool gifs at 60fps.edit: also, this crazy gif is playing at like 1.5x speed for some reason. I don't know why, lol.
Check alpha blending and check alpha testing. When alpha behaves in unexpected ways, be sure you've properly reset those two values. Otherwise, you should be able to stencil things out of a surface. I do that exact thing for my lighting surface effects.I actually do have them casting orange light on the ground in my dark caves. I need to figure out what's wrong with my code for that, though. I thought I could cut holes out of a surface with subtractive blending, and I can, but I can only cut harsh holes through it...alpha is ignored. I might start a thread on it if I don't figure it out soon.
Ahh! Blend modes, draw_alpha values, and alpha channels do not play well together. You have to control the way they interact.@Joe Ellis: Thanks. I already have sprites with fading alpha. That alpha is respected when I cut holes into the surface. The problem is I want to draw those sprites at a lower alpha toward the end of their life, so it looks like the flames are fading out. That's the part that's not working. ):
I'll look into it and maybe start a thread in a day or two.
I noticed, hahah.Ahh! Blend modes, draw_alpha values, and alpha channels do not play well together. You have to control the way they interact.
I'd have to go back and check the code I used for this. I believe I have luminance objects as a parent of a generic 'light source' object, which runs a script to collect all the light source objects in a given area into a list for a controller object (same object handles depth sorting). The controller then draws out the lights in bm_add directly to the application surface. So, instead of messing around with draw_alpha values, I use the draw_color, mixing the color with c_black to control the intensity of the light. But that approach may not work with your lighting methods.I noticed, hahah.
I know what lies therein. XD
Cooking something good up...
I'm sure a lot of you oldschool RPG lovers can guess what's behind the blur, hahah. =D
What is it?!I know what lies therein. XD
Good eye! =DInvolves flying around doesnt it?
It's Flammie!Good eye! =D
Looks really cool! You are getting really good with learning graphical skills and emulating early games's looks and putting your own spin on it. Its awesome!Thanks guys! Guess it wasn't much of a mystery, hahah! I can't finish it until next week because of some tech problems (no tablet), but I think it's going to look really cool. I'll just be cleaning up and refactoring code until then, but I'm really excited to show you guys the finished version. I'm proud of how accurate it's looking so far, and I still have a few good things I want to add to it. View the full size image for those awesome snes looking artifacts! :')
More soon! =D
Yes, the world map is something I've been wanting to add for a long time. It's starting to feel like a real RPG to me now, hahah! =)Really COOL!!
Also I'm glad that finally seems you are going to create the feel of a really vast open world!
Thanks, Joe! That's high praise! =DIt reminds me of demon's crest, looks really cool!
Thank you, kupo! Still more to do. I've been lazy.Looks really cool! You are getting really good with learning graphical skills and emulating early games's looks and putting your own spin on it. Its awesome!
I'm trying, even though I'm super slow. Thanks, Bearman! ^ ^You never cease to mind-blow, Rich. Every time I think I've seen even a lot of what's up your sleeve, You emerge with stone heads and bosses and big freaking maps.
The islands are for the world map, YanBG! They're just test islands, technically, but I'm sure I'll use them for something. The house alone on a small island is interesting to me. =DWhat are these islands? Flame effects are great!
Thank you so much, Ode! Welcome to the thread! =DOh, man! I was just about to gush how good this game looks and then I realized there are 4 more pages in this topic and each page gives more reason to fall in love. The more I see visuals from the game the more I love it! Your animations and visual details are fantastic. Do you have a percentage meter somewhere showing how far along completion your game is? I'd really like to buy it, or at least test it.
This is F***** amazing! =OStill working on this guy:
I need to animate his hands, then he's basically done, I guess. I'll show him again then. With the ashes moving in the background, he's pretty cool looking now. He's going to be the boss shown for the trailer! =D
Completely hand made, haha! =DIf that animation is made by hand, it's completly awesome! if it's a kind of shader, it's completly awesome as well!
Great job! Wanna see more of the ambientation!
Good luck with that refactor!
After reading that it was completely hand made, I scrolled back up to look at the gif, and ended up staring at it for another 5 minutes, still trying to comprehend fully that this was hand made. That's just insane!Completely hand made, haha! =D