the graphics looks really good, good luck!
the graphics looks really good, good luck!
From brazil (:
Pascal pownz!
@arthurprs
Thanks man. Wow, it's been a while since we've talked. How are things?
Jarrod Davis
Technical Director @ Piradyne Games
not really good, the engineering course is almost killing me, if i escape alive at least i will have some things to tellOriginally Posted by PyroGine Development
From brazil (:
Pascal pownz!
Wow, sounds brutal. Hang in there man. Keep looking at that you want to accomplish from a result of completing this coarse, then keep pressing on.
Jarrod Davis
Technical Director @ Piradyne Games
Short video of SD showing the intro, main menu and the lighting nebula test I just got working today. I added support for a render state called rsColorLightMap. It takes source image and blends it with the destination image to change it's colors. In this case I'm using PG.RenderDevice.DrawRect to draw a white image on top of the nebula and setting it's RGB values from R:128,G:128,B:128 to R:255, R:255, R:255 to brighten the image buffer. As the rect is drawn successive times, the overal image becomes brighter and brighter. I then randomly modulate this to produce the desired lightning effects.
I discovered that if the RGB values are from 128 down to zero it will actually darken the image in the same way. So 128 is the neutral position and +-128 can lighten/darken the image buffer and/or texture in real-time. Using an actual color light map texture you now have the ability to simulate lighting in PGE.
Jarrod Davis
Technical Director @ Piradyne Games
Very nice chief!
I'm glad you got that bit working, yay!
cheers,
Paul
Games:
Seafox
Pages:
Syntax Error Software
itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
Thanks. This new renderstate along with all fixes and enhancements will be in the next build.
Jarrod Davis
Technical Director @ Piradyne Games
@WILL
Thanks. I used Paint Shop Pro Photo X2. It has a seamless texture feature. I used the bi-directional / edge option. I then used the TPGTexture.RenderTiled method in PGE to tile the texture across the viewport. You can scroll the texture bi-directional.
I've been using PSP for so long now. I'm not an artist, can only dabble to get things done I need done so I need this kind of software to be easy to use and affordable. I think I got X2 for something like $55US (X3 is out now) vs what ever PS costs these days. I'm just saying... for me it has all the things I will ever need and I can actually afford it.
Jarrod Davis
Technical Director @ Piradyne Games
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