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Messages - Monsieur OUXX

#3601
Considering those 2 very similar scenes, which one do you like most, and why?
(my question is very vague on purpose)

It's not about the GUI, it's really about the background.




#3602
Critics' Lounge / Re: new background 2/5
Thu 24/06/2010 10:02:51
Quote from: aedwards00 on Wed 23/06/2010 23:36:55
I think what icey is after is for the sphere to span the full width of the window, without any space as in the youtube vid, and also wonders if it would still work with '3d' objects such as trees/houses etc which come off the surface of the sphere

Well in that case he should really dig into the 2 technical solutions that have been offered :
- Easy3D for a flat ground similar to Super Nintendo's "mode 7"
- The thing posted by Gilbet for a sphere-like ground. However we don't know if that has been made plublic and we don't know if it'll alow you to display objects on the ground without too much scripting hassle.

#3603
Critics' Lounge / Re: new background 2/5
Wed 23/06/2010 13:37:58
Quote from: icey games on Wed 23/06/2010 13:25:59
If you look at my last 2 pics you will see but the sky is a gui pic from photoshop

Yes, I see that the sky is just a layer on top of your scene.
But I repeat my question: Please explain again how you want to change that. What you want to acheieve instead.
#3604
Critics' Lounge / Re: new background 2/5
Wed 23/06/2010 13:24:07
OK guys, help him, he's become serious!

Quote from: icey games on Wed 23/06/2010 13:10:17
Is there any way I could get the left & right to touch the walls of the window so its like mine?

Icey, I don't understand your question. Can you rephrase it, or maybe draw a little explanation?
#3605
Critics' Lounge / Re: new background 2/5
Wed 23/06/2010 12:10:48
Quote from: Gilbet V7000a on Wed 23/06/2010 11:10:00
Something like this?

OH. MY. GOD!
Did you just do that???
#3606
Quote from: mkennedy on Wed 23/06/2010 08:46:24
I assume the bears can only attack close targets and don't have ranged attacks?

Can hives be considered as artillery and bees be considered as homing missiles?  :D :D :D
#3607
Critics' Lounge / Re: new background 2/5
Wed 23/06/2010 08:26:53
Quote from: icey games on Tue 22/06/2010 21:05:44
If you want to view the map in action just click below

Not an uninteresting effect, actually.

I wonder if he could add a distortion effect to make the ground look more like a rotating sphere (I assume this is the planet rotating?)
Something like the planet's map in Dune, but rotated vertically instead of horizontally, if you follow my thoughts.
#3608
Quote from: Calin Leafshade on Tue 22/06/2010 16:55:00
basically i want to create a similar effect to this:
so pixels are shifted based on the luminance of the displacement map

OK, so You're indeed in the second case I described.
Well, it sounds like your solution works (128 grey = no shift, 0 = full shift left and 255 = full shift right). Yes, I'd say it works.

Also, I believe that it will work better if you move the pixels in the same direction (horizontally, diagonally, vertically...) as the direction you chose to generate the kind-of light source when you created the displacement map. Otherwise the effect will work but will look awkward. But I might be wrong.

What do you think, people?


EDIT:  I believe that, to achieve the full effect, you might have to proceed as follow:
You might have to evaluate the "flatness" of each displacement map's pixel. It would NOT be ONLY about "how high" it is, but about "is this pixel facing the viewer?".
For example:
- if a pixel on the displacement map has 2 neighbours of the same color, it means you're in a area of the map that perfectly faces the viewer.
- However, if the pixel on the left is darker, and the pixel on the right is lighter, then it means that this area is not flat, and faces left. Similarly, if the pixel on the left is lighter and the pixel on the right is darker, then this area of the displacement map faces right.

This is equivalent to evaluating the direction of the NORMAL of each pixel of the displacement map.
You might have to do that in order to REALLY know of what amount you should displace the pixel up or down.

then again, I'm not sure if it's really necessary in your case, even though it is interesting to achieve cool effects.
#3609
Quote from: GarageGothic on Tue 22/06/2010 15:32:20
It would help if you go into a bit more detail on what you're trying to achieve.

Yes, describe exactly what kind of processing you plan to apply onto the pixels, depending on the displacement map (I shall call it that way because, as mentionned, it's not really a height map) :
- Are you moving whole rows of pixels horizontally to create some sort of "lake reflection"? (by the way, there's already a module doing that
- Are you moving each single pixel arbitrarily, based on the displacement map, to acheive some sort of distorted relection?
- Are you moving every pixel following a certain direction (angle) to achieve a fake 3D efect, voxel-style? (in that case it'd make sense to talk about a height map)

Let us know.
#3610
It's like Marcus Brody kicking Indy's butt.
I love that.
As for the game, I'm waiting to see :)
#3611
Critics' Lounge / Re: new background 2/5
Mon 21/06/2010 09:30:29
Quote from: icey games on Mon 21/06/2010 01:37:43
do you mean that in a good way or bad way?

I think neither.

Anyway, Icey, at this stage your games have stopped being outrageous thievery and have become honest downgrading. Keep on the good work.
Just one thing: try to understand what people say on the forums. You always seem to answer something that has nothing to do with what was said to you. How old are you?
#3612
Quote from: Gilbet V7000a on Mon 21/06/2010 09:08:02
Well, I don't think it's unclear. As his original post mentioned, the problem was that on_mouse_click() called movingToXY() and at the same time movingToXY() would also call on_mouse_click()

Oh yes, I didn't notice the "ProcessClick on_mouse_click".
That's definitely the reason.

EDIT: lapsus: wrote "ProcessClick" instead of "on_mouse_click"
#3613
Quote from: Technocrat on Mon 21/06/2010 08:29:33
Though first, I need to make it buy things sensibly. Then maybe make the ingame editor able to tweak combat strengths

Indeed, the first RTS (like Warcraft II for example) were relying on AI behaviors: agressive, passive, defensive; having an AI smart enough to find the balance between all that is difficult to achieve, so they cheated by setting it in advance, behind the scenes.
#3614
General Discussion / Re: Is Sourceforge down?
Mon 21/06/2010 08:26:12
Quote from: LimpingFish on Sun 20/06/2010 23:44:17
Works fine here. I'm in Dublin.

It started working again like 30 minutes before you posted.
So you're in Dublin, eh? ;-)
HAHA YOU FELL IN MY TRAP! >Ninja<
#3615
Quote from: discordance on Mon 14/06/2010 22:15:38
I'd love to, know anyone who can draw? ;)

Hey, I had the exact same thought about the Deluxe version. I really liked the game.
I can draw.
Also, I swear to the Gods of Paintover that I won't change the style AND I won't change the perspective of the rooms, they're the trademark of the game.
#3616
Quote from: AndFisher on Mon 21/06/2010 07:16:40
Heres some code, this causes Undefined Token, the other way round causes Undefined Symbol

Could you also say on what exact line the error occurs?
Just to double-check that there is no misunderstanding.
#3617
General Discussion / Re: Is Sourceforge down?
Sun 20/06/2010 22:25:53
Quote from: Calin Leafshade on Sun 20/06/2010 21:43:19
try using OpenDNS as your dns server

Well, thanks, but that needs to sign up. Nervermind, I'll wait tomorrow. Forced holidays! :-) My neighbours can't access the site either.
#3618
General Discussion / Re: Is Sourceforge down?
Sun 20/06/2010 21:41:14
HideMyass displays sourceforge properly.
Moreover, both my "hosts" files only contain localhost as 127.0.0.1 (plus one billion other sites that also point to 127.0.0.1, added by Spybot to prevent any malicious leak).

I just don't understand.
I really believe that some big DNS server or similar might be down in my district of Dublin, because it doesn't make any sense.
#3619
General Discussion / Re: Is Sourceforge down?
Sun 20/06/2010 20:49:14
Damn. What's going on? I can't display the home page and I fail to connect to my SVN repository. Every other site works perfectly. And it worked perfectly before.

Anybody in Dublin?
#3620
General Discussion / Is Sourceforge down?
Sun 20/06/2010 20:35:31
Can you connect to Sourceforge.net???
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