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Re: What are you working on? [Re: HeelX] #418052
02/20/13 15:13
02/20/13 15:13
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Ch40zzC0d3r Offline
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Originally Posted By: HeelX
Uuuuhh, NICE! Is the image fetched from a BMAP? Looks great!


Yep laugh
Its a simple png file, gwen supports many file extensions.

Re: What are you working on? [Re: HeelX] #418053
02/20/13 15:13
02/20/13 15:13
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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That looks good! Are you going to publish your port?

(O.T. Ch40zzC0d3r, I remember when you started using Gamestudio and asked beginner questions. Now you are posting lib ports, great progress man! laugh )

Re: What are you working on? [Re: milaz] #418054
02/20/13 15:14
02/20/13 15:14
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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GWEN is a GUI System written by Garry Newman and also used in Garrys Mod

Quote:
Its a simple png file, gwen supports many file extensions.

He asked 'bout BMAP, not file type wink

Last edited by MasterQ32; 02/20/13 15:15.

Visit my site: www.masterq32.de
Re: What are you working on? [Re: PadMalcom] #418055
02/20/13 15:15
02/20/13 15:15
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Ch40zzC0d3r Offline
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Originally Posted By: PadMalcom
That looks good! Are you going to publish your port?

(O.T. Ch40zzC0d3r, I remember when you started using Gamestudio and asked beginner questions. Now you are posting lib ports, great progress man! laugh )


Thx xD
If you wish I could release the library for free laugh
Also, GWEN is a GUI project by the creator of GarrysMod

Ahh, and sorry for the wrong awnser, the image is a gwen panel directly loaded froma file!
But I think I could access the filebuffer directly to write a BMAP to the gwen buffer

Samplecode:
Code:
void *pStartServer = CreateButton(20, screen_size.y - 200, 100, 30, "Start Server", "startServer_window", NULL);


Last edited by Ch40zzC0d3r; 02/20/13 15:19.
Re: What are you working on? [Re: Ch40zzC0d3r] #418057
02/20/13 15:31
02/20/13 15:31
Joined: Jul 2001
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HeelX Offline
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Originally Posted By: Ch40zzC0d3r
But I think I could access the filebuffer directly to write a BMAP to the gwen buffer


That would be awesome! Because I would be interested into A) using BMAP* as bitmap-sources for images and B) abusing that to render a VIEW* into a GWEN image via the BMAP*.

Just imagine for example a small window with parameters for a procedural shader applied via bmap_process to an image or a 3D-file preview of a selected player character or something wink

Re: What are you working on? [Re: HeelX] #418060
02/20/13 15:41
02/20/13 15:41
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Ch40zzC0d3r Offline
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Originally Posted By: HeelX
Originally Posted By: Ch40zzC0d3r
But I think I could access the filebuffer directly to write a BMAP to the gwen buffer


That would be awesome! Because I would be interested into A) using BMAP* as bitmap-sources for images and B) abusing that to render a VIEW* into a GWEN image via the BMAP*.

Just imagine for example a small window with parameters for a procedural shader applied via bmap_process to an image or a 3D-file preview of a selected player character or something wink


Woah nice idea! WIll work on this later tongue
Reminds me on the good old days of quake engine and Enemy Territory clienthooks with nice killcam-windows wink

Last edited by Ch40zzC0d3r; 02/20/13 15:41.
Re: What are you working on? [Re: Ch40zzC0d3r] #418075
02/20/13 19:53
02/20/13 19:53
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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I'm currently trying to get some high quality antialiasing.

In my opinion it already looks pretty good.
The only problem is the performance which is not very good but sadly I can't do anything against it.

Here's a screenshot of a parallax-mapped surface. The right side is rendered with 16x Antialiasing:

(click to see the full image)


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #418078
02/20/13 20:20
02/20/13 20:20
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Germany
~ ~ ~

Superlate reply!

If you can't be bothered to read the below - you're forgiven. Here's a Link to a trailer, and here's a link to a new IndieDB news post.

Thank you all for your feedback and the super interesting discussion on DD's artstyle & reflections. The lack of reply afterwards is not because I don't value that - in fact, I'm very, very thankful for all your comments (including the negative!) - but rather because I had to think about your suggestions. And I'm still not done thinking and deciding, but I guess I should reply.
So, in no particular order...


Backgrounds - DD now features Skycubes. Woo! The game used a simple background image before, which I deactivated due to problems with the PostFX shaders. But they're back now, in form of a skycube! With the additional advantage that when the camera moves around now, the background now also slightly shifts - a neat effect! At this point, it's just a rather simple gradient, but nothing stops it in theory from using something else there - the plan is for the user to choose from a variety of options what background he or she wants for their dungeon. The problem in practice is the lack of time (and money) - there's so much to do! So overly detailed skycubes might not happen too soon. But that's something that can easily be added later. But for the moment, tinted skycubes. DD really uses the red/green/blue-parameters of entities a lot.


Reflections - I really enjoyed the discussion on this. Thanks to everyone who participated!
Right now, there's two tiles that reflect the environment (to different degrees) - the water tiles (shallow water you can walk through at reduced speed) and ice tiles (which are slippery). So it's definitely not something the game depends on, though - well - if you look through the screenshots I've posted, you can see a rather large part of them features reflecting tiles, it's obvious that I like the reflections as well!
In order to solve the problem with reflecting tiles at different heights, I think I'll go with Superku's solution and try screen space reflections, even though I'm not too happy with the PS3.0 requirement. I realize it's not a huge deal nowadays, but it still bothers me that DD with it's look requires PS3.0-hardware grin
But I'm sure it's worth it.

Dungeon Defenders - Yeah, that's a pretty project, huh? I also like it's looks. HeelX comment here

Quote:
I think that the hidef VS lowres approach in ratchet's screenshot is very appealing.


is interesting to me - I'm trying to use a similar reasoning when I said:

Quote:
My general rule is to make effects fancy, which makes them stand out a bit, and which in general I like


But I'm not going to pretend DD's effects are as fancy as Dungeon Defender's (alright, so that could get potentially confusing with the abbreviation not being clear). I'm probably not going to try and compete with their pretty lighting - DD's super simple solution can result in some surprisingly good looking caverns, I found. I don't think investing more time in that would be a good idea - there's other stuff to do. Thanks still for sharing that!


Alright, I hope I didn't miss anything. Thanks once again for the comments and feedback! It's very much appreciated! laugh


Oh, and before I forget - yeah, The Walking Dead videogame has an amazing story. I really, REALLY liked it. Some very depressing moments in there, though.


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: What are you working on? [Re: Error014] #418080
02/20/13 20:45
02/20/13 20:45
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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Error, what do you want us to say? The project is absolutely beautiful and god damn well executed and it just keeps getting better and better with every update, please keep up the great work and your attention to details.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #418081
02/20/13 20:48
02/20/13 20:48
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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Posts: 1,438
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Working on a Post-apocaliptic RPG prototype:



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AMD FX 8350 4.00 Ghz
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