The Art of Gibs
Nothing but bits.
The Art of Gibs
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Here's my screenshot saturday... almost done with lining Big Blue's entire moveset this week. Then there's still color...I'm tired
Thanks!! Did you check our blog? I've posted some more stuff there yesterday. Also feel free to follow me on twitter ^^ @mannyclicks and @madeapps. I'll keep posting in this thread but twitter is always faster and easier so it gets more content naturally.Whoa, this is really good! This done with the Unreal Engine?
Unfortunately that's not easy as this always depends on the engine/modelling tool. There are always millions of ways to achieve an effect or even ways to render a model on the screen.Is there a website, that explains how some graphical effect are actually achieved?
For example, how does one create a thick outline around a 3D modell, and similar things?
Is there a website, that explains how some graphical effect are actually achieved?
For example, how does one create a thick outline around a 3D modell, and similar things?
You can find bits and pieces of information around the web if you know the technical terms. There are a few good books you can get, such as Real-Time Rendering.Is there a website, that explains how some graphical effect are actually achieved?
For example, how does one create a thick outline around a 3D modell, and similar things?
Again my point was that with a simple brush is easy to be faster, those who make photoshop and other painting programs are not dumb and after many years i guess they know what they do, if they thought that using cpu is better then there's probably a reason, a reason could be the complexity of the brush that probably cannot be handled by the gpu.The author's point is not so much that GIMP lacks GPU support. Rather, I believe the point he is making is that the brush filling algorithm that GIMP uses has poor performance characteristics (i.e. O(n^2) where n is brush radius). As such, it performs much worse as brush size increases. Ideally, brush size is not a factor in performance. Granted, I've extrapolated that conclusion to apply to Photoshop as well when that's not necessarily true. All things considered, however, it does seem like a plausible explanation.
The performance and features of Papaya are irrelevant. I was sharing the author's conclusions as to why professional tools perform badly to begin with. The point here was never to advertise a tool that has yet to reach maturity.
I've never refuted this because that line of discussion was never related to my point. My point was that the author concluded that GIMP (at least) uses an O(n²) algorithm for filling brushes. As n becomes big, the algorithm is going to be slow regardless of if you implement it on CPU or GPU and regardless of the amount of features the brush has (in fact, a simple brush that only draws solid-colored, aliased circles will become slow as n becomes big as well).Again my point was that with a simple brush is easy to be faster, those who make photoshop and other painting programs are not dumb and after many years i guess they know what they do, if they thought that using cpu is better then there's probably a reason, a reason could be the complexity of the brush that probably cannot be handled by the gpu.
A bit more work on my little gameboy game side project, I have tile based collision, and transitioning between rooms working - now I'm working on filling out a simple map.
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Progress has been really slow, it's crazy how many little details you have to think through when everything is in assembly. In particular I have to spend a lot more time thinking about data layout.
I don't think I'll have a game to submit for gbjam at this rate, but I'm having so much fun that I think I'll keep working on it for a while.
Any particular thing you've used this on recently?I've been meaning to make a basic writeup on this, and since I finally got around to using it again, I figured now is a good time.
...
What is a decision matrix (AKA "trade matrix" AKA "do a trade")?
A decision matrix is a numerical system that allows you to compare solutions, choose one, and record the factors behind that decision.
The Art of Gibs
I like the execution generally, but it would look a lot better if major body part gibs spawned in place of the major body parts of where the enemy was. So leg shaped gibs spawn where the legs were, etc.
I do something like this.
http://gfycat.com/CapitalArcticCrownofthornsstarfish
In htis test you can see where the "generic gibs" spawned.
Set into motion, it produces a body explosion effect.
http://gfycat.com/JointGlitteringGroundbeetle
Hell yeah! Loving all these anims![]()
Looks amazing! Very Transistor-y.
Btw, hello Indie-Gaf! Indie-dev here too![]()
Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.
The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.
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The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.
That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!
Play it here!
I've never refuted this because that line of discussion was never related to my point. My point was that the author concluded that GIMP (at least) uses an O(n²) algorithm for filling brushes. As n becomes big, the algorithm is going to be slow regardless of if you implement it on CPU or GPU and regardless of the amount of features the brush has (in fact, a simple brush that only draws solid-colored, aliased circles will become slow as n becomes big as well).
Cool game!
First comment : Make it so we can't lose right away. Later on, maybe introduce 'red' walls or 'Death' walls, but for the first level, make it so the ball comes back and forth until the user presses 'Space'.
Maybe give a visual cue about the 'threshold' from where we can press Space (maybe change the color of the ball when it gets in that threshold?). That could be use as a scoring mechanic, giving more points for more accuracy.
Obviously, we need a button to get back to the Level select, but prototype be prototyping am I right?
Good job!
Now we're arguing in circles as we're clearly not discussing the same point.Again my point is that it's too easy to be fast with a simple brush, just because a brush stroke looks simple it doesn't mean that the brush is simple, it still has all the settings that papaya lacks, that's why i insist with brush complexity, the fill algorithm probably has to deal with all the brush settings in every case, it's easy to make a fast filling algorithm for a simple brush. That's my point.
i'm talking in general though, i find gimp overrated.
That's all it takes, I'm testing it.You control a ball
That's all it takes, I'm testing it.
(...)
I like it! I fully agree with the feedback about a visual cue + maybe making the first few levels a bit easier. Also, I was never sure in which direction it turns when pressing space.
A basic gameplay idea like this is easy to extend with new gameplay elements like teleporters, traps, power-ups (slow-mo around corners?) etc.![]()
Hello hello, fellow indie-dev! Got some stuff to show us? :-D
Oh, you do? Then here, have some more!
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Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.
The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.
![]()
The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.
That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!
Play it here!
This game is frustrating in the best way possible, I kept retrying over and over until I realized I was wasting the precious little time I have to work on my game today playing yours haha. I agree with what the others have said about visual cues, but so far I think it's simple and very enjoyable.
I started a Twitter today, so that's exciting. I need to build a website, and get my YouTube channel prettied up. I'm toying with the idea of dropping out of college and just pursuing development full time. I wish the US had better safety nets for people like me :/
On the brightside here's a test of some improved Grapneling I implemented today! https://www.youtube.com/watch?v=U-zHk0qcP8A
Well, getting around the corner.What did you find hard about the first levels?
I'm currently attempting to use it to decide between different ways of doing a turn-based strategy game's multiplayer network server. I do not have much other information on it and I think got only one reply when I asked about it in this thread, so I am instead attempting to decide on my own. I'll post a screenshot once I finish filling it out.Any particular thing you've used this on recently?
For folks interested in that kind of thing I recommend "Thinker's Toolkit: 14 powerful techniques for problem solving" by Morgan Jones who apparently has worked as an analyst for the CIA. I randomly bought it a long time ago for casual reading. It's easy to digest and covers decision matrices among other things, practical examples and applications. Doesn't require engineering or math knowledge.
Alone in the World
Break the System
Companion
Connections
Destroy to Create
Everyday Hazards
Growing Things
Hallucination
Imperfect Information
Indirect Control
Little But Mighty
Mind Control
Perspective
Playing Both Sides
Pluto’s Heart
Reflection
Shelter
Shipwrecked
Two Elements
Work Together
You are Being Hunted
That first animation is great. The other one is fantastic two, but the first, I can only imagine how difficult it must have been to move those arms properly. Good job!
Is there a website, that explains how some graphical effect are actually achieved?
For example, how does one create a thick outline around a 3D modell, and similar things?
Make sure you click on the picture at the bottom to see the video.brb. voting for Pluto's Heart
Very cool, can't wait to see more of this
I also made a little Zelda experiment quite a while ago:
http://www.warsoup.com/zelda.html
Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.
The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.
![]()
The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.
That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!
Play it here!
Much harder than it looks, game made me look like a fool after just the first few levels.
Has been mentioned before but lowering the difficulty (wider passageways, slower pace?) in the early levels is probably a good thing
Play game
Find bug
Quit and try to fix bug
Play game
Bug's still there
Quit and try to fix bug
Play game
Bug's fixed!
Find another bug
Quit and try to fix bug
etc., etc., etc.
I'm getting kinda sick of playing my game, lol.
Do these plants look too much like sperm?
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(This was unintentional, the penis plant was intentional, in any case, my game seems to have some real subtext going on)
I've been playing my game as it stands in its current form for over a year. I have beyond lost all objectivity. In fact, I'm starting to hate it.I was talking about this before, but when you're this far in the shit, you can't see what's up or down, you just have to "fly by instruments" like a pilot in a storm. What are the design principles you're following, what are the design principles you believe in, etc...
Yeah, I'm starting to understand how people can make bad games, or even just bad parts of good games. It's hard to answer the question, "Is this good?" when you've played iteration after iteration after iteration.
By the way, to answer the question from your previous post, those plants do totally look like sperm.
I think they could really work depending on the context of the game.Do these plants look too much like sperm?
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(This was unintentional, the penis plant was intentional, in any case, my game seems to have some real subtext going on)
I'm planning to dig into animating my characters soonish, any recommendations on 2D animation programs? Glanced at Spine and looks great, though Unity's built-in animation tools might be enough for me at the moment. Any thoughts?
I've been using Unity's native tools for animation for a while, and they seem serviceable depending on how you use them. Very much tailored for 3D models where all animations are using the same static model. Not so friendly for 2D animation if you are mixing frame-animation and interpolation.
I'll probably move onto something like Spline or Spriter myself.