cave and other additions (Yosuhara)

Content and general development discussion, including maps, quests, and server code from the development team.
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yosuhara
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Post by yosuhara » Wed Apr 25, 2007 12:40 pm

something small to break-up the monotonous cave environment:
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i was aiming for glowing mushroom... i just don't feel i got it right... but whatever..

things i have to correct:
1. stem's base
2. some AA
3. i'll try to add some glowing halo around it

EDIT:
here comes the new version...
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Post by Pajarico » Wed Apr 25, 2007 6:30 pm

Accept criticism? :lol:The glowing looks like goo oozing from the stem. I suggest some "manual" blending of the light with the terrain (by manually I mean without the gradient tool or at least that's not noticed), use alpha channel of course, you know already probably :P. Finally I would add a smaller circle of lighter pink, almost white, less blend with the terrain. Then add an almost transparent circle around the body of the fungi.
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Post by Crush » Wed Apr 25, 2007 8:18 pm

Lightning the environment when using a 2d engine is always difficult. When I would make a glowing object I would try to pixel it normal and then add a glowing halo around it using an automatic filter.
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Post by yosuhara » Wed Apr 25, 2007 10:02 pm

Pajarico wrote:Accept criticism? :lol:The glowing looks like goo oozing from the stem. I suggest some "manual" blending of the light with the terrain (by manually I mean without the gradient tool or at least that's not noticed), use alpha channel of course, you know already probably :P. Finally I would add a smaller circle of lighter pink, almost white, less blend with the terrain. Then add an almost transparent circle around the body of the fungi.
yeah, that Glow/goo was made using alpha channel.. no gradient tool was used, mushroom is pure pixel :)
could you demonstrate your suggestion? i just don't think i understand what u mean..
ps: i always await criticism ;)
Crush wrote:Lightning the environment when using a 2d engine is always difficult. When I would make a glowing object I would try to pixel it normal and then add a glowing halo around it using an automatic filter.
scrap the whole glowing thing, what do you say about that mushroom?
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Post by Crush » Wed Apr 25, 2007 11:08 pm

It looks flat. Some shading could help.
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Post by yosuhara » Thu Apr 26, 2007 1:35 am

Crush wrote:It looks flat. Some shading could help.
hm.. i'm not quite sure about it, cause this mushroom is glowing- the mushroom itself is a lightsource...

edit:Sooo, how do you like the new halo?
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Post by Len » Thu Apr 26, 2007 2:23 am

yosuhara wrote:
Crush wrote:It looks flat. Some shading could help.
hm.. i'm not quite sure about it, cause this mushroom is glowing- the mushroom itself is a lightsource...

edit:Sooo, how do you like the new halo?
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nice effect :P
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i

Post by Manaboy » Thu Apr 26, 2007 2:25 pm

Len wrote:
yosuhara wrote:
Crush wrote:It looks flat. Some shading could help.
hm.. i'm not quite sure about it, cause this mushroom is glowing- the mushroom itself is a lightsource...

edit:Sooo, how do you like the new halo?
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nice effect :P
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i like tahts is cool :D :D :D
Hello my englich is not so good.

i from german :)

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and my name is Manaboy in tmw
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Post by Crush » Thu Apr 26, 2007 3:36 pm

The problem with the light halo on the ground is that it won't look well when objects walk through it. Either you put it on the ground. Then mobile objects will walk through it without being illuminated by it. Or you put it on a higher layer. In that case objects will be illuminated by it but in a physically very incorrect manner.

This is more what I imagined:
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Here without background:
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Last edited by Crush on Thu Apr 26, 2007 4:57 pm, edited 1 time in total.
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Post by yosuhara » Thu Apr 26, 2007 4:05 pm

Crush wrote:The problem with the light halo on the ground is that it won't look well when objects walk through it. Either you put it on the ground. Then mobile objects will walk through it without being illuminated by it. Or you put it on a higher layer. In that case objects will be illuminated by it but in a physically very incorrect matter.

This is more what I imagined:
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Here without background:
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looks alright
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Post by Len » Fri Apr 27, 2007 9:16 pm

Crush wrote:The problem with the light halo on the ground is that it won't look well when objects walk through it. Either you put it on the ground. Then mobile objects will walk through it without being illuminated by it. Or you put it on a higher layer. In that case objects will be illuminated by it but in a physically very incorrect manner.
simply make it so people can't walk through it
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Post by Crush » Fri Apr 27, 2007 11:20 pm

With what explanation? "Oooh, there is a glowing light. Your character is afraid of it and refuses to step into it."

A general rule in game design is that objects that don't look like they would block movement shouldn't do so. Otherwise it is really frustrating for the player when he is obstructed by something that doesn't look like a real obstacle for his character.
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Post by Len » Fri Apr 27, 2007 11:44 pm

Crush wrote:With what explanation? "Oooh, there is a glowing light. Your character is afraid of it and refuses to step into it."

A general rule in game design is that objects that don't look like they would block movement shouldn't do so. Otherwise it is really frustrating for the player when he is obstructed by something that doesn't look like a real obstacle for his character.
scale down the light slightly and have the mushroom be the obstruction blocking movement
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Post by Platyna » Mon Apr 30, 2007 1:56 am

Nah, we don't want moving trough maps to be more difficult.

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Post by yosuhara » Mon Apr 30, 2007 10:44 am

Len wrote:
Crush wrote:With what explanation? "Oooh, there is a glowing light. Your character is afraid of it and refuses to step into it."

A general rule in game design is that objects that don't look like they would block movement shouldn't do so. Otherwise it is really frustrating for the player when he is obstructed by something that doesn't look like a real obstacle for his character.
scale down the light slightly and have the mushroom be the obstruction blocking movement
crush and platyna are right... it should be walkable..
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