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Re: Clock for woodland

Posted: 05 Aug 2009, 01:12
by Enchilado!
Much better, Yosuhara... I sort of didn't bother about any shading. I was taking inspiration, as I said, from our grandfather clock. The shading you fixed still looks like it. It's a nice shape, and does look a bit top-heavy. However, the square box containing the clock is probably actually bigger on ours than how I drew it. Ours has a square glass cover but round number display, and the pendulum is hidden behind I door. Yours is much nicer, though. Good work!

~I might have another play around with it, though...
Enchilado

Re: Clock for woodland

Posted: 11 Aug 2009, 18:59
by yosuhara
wider base....

Re: Clock for woodland

Posted: 12 Aug 2009, 07:13
by Rotonen
The shape is getting more and more interesting, but is that the way we're going to do glass glares?

At the moment we have no guideline for how to do it.

Also I think the perspective cheat of the clock face is rather OK here. (Would be a pain to draw it non-circular and at an angle at this scale. Also would probably look less nice.)

Re: Clock for woodland

Posted: 13 Aug 2009, 00:56
by yosuhara
and we can keep nitpicking 'till the end of time... or we can just take it as it is..

Re: Clock for woodland

Posted: 13 Aug 2009, 03:21
by skillzalot
Wow now that is a clock. We should also do some other styles of clocks too

Re: Clock for woodland

Posted: 13 Aug 2009, 07:57
by Rotonen
Well, it does fit the tileset in question.

Re: Clock for woodland

Posted: 13 Aug 2009, 09:09
by Bertram
Hi,

Would this new item be added in the tileset, or replace the old one?

Regards,

Re: Clock for woodland

Posted: 13 Aug 2009, 11:29
by EJlol
It would be nice if that clock was animated. It will make the game a bit more alive.

Re: Clock for woodland

Posted: 13 Aug 2009, 12:02
by Turmfalke
then we need a system to synchronize the clock with the server time. Maybe we could draw the hands as slowly rotating particle effect.

Re: Clock for woodland

Posted: 13 Aug 2009, 12:07
by yosuhara
Turmfalke wrote:then we need a system to synchronize the clock with the server time. Maybe we could draw the hands as slowly rotating particle effect.
that would be an overkill i think...too much work for one simple object...

Re: Clock for woodland

Posted: 13 Aug 2009, 12:11
by Bertram
Animating it, why not.

But getting the reel server time using this?

No, too much work for something which will be mostly unnoticed...
-> But if someone want the task, I won't say no ;)

Regards,

Re: Clock for woodland

Posted: 13 Aug 2009, 12:24
by Ces
Tick tock, tick tock, tick tock, ...

A sound effect and a little movement of the pendulum, would not that do for making the clock alive?

Re: Clock for woodland

Posted: 13 Aug 2009, 13:06
by Jaxad0127
Bertram wrote:Hi,

Would this new item be added in the tileset, or replace the old one?

Regards,
There is no old one. This is a fresh piece.

Animating the hands to match the time would be nice. Such a system could be used for more than this clock (when we add other clocks).

Re: Clock for woodland

Posted: 13 Aug 2009, 14:20
by Bertram
Hi,

If we use specific hands graphics, why not, indeed.

I would then propose a system handling:
- a base clock sprite without hands (which could have it's own animation sprites)
- 12 hour hand translucent sprites.
- 12 minutes translucent hand sprites (including the clock's glass).

The base sprite should be animated, and the hands representing the current server time. (Or more funny, and making less load to the server, the client time!)

The clock would then be drawn using these three layers. Technically, it could be a specialized class of the animated sprite.

Just some thoughts,

Regards.

Re: Clock for woodland

Posted: 13 Aug 2009, 14:40
by Jaxad0127
For time, just have the server send it's current time and let the client get the difference and use that with it's local time.