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Thread: StellarDefenseび「

  1. #11

    Re: StellarDefenseび「

    the graphics looks really good, good luck!
    From brazil (:

    Pascal pownz!

  2. #12

    Re: StellarDefenseび「

    @arthurprs

    Thanks man. Wow, it's been a while since we've talked. How are things?
    Jarrod Davis
    Technical Director @ Piradyne Games

  3. #13

    Re: StellarDefenseび「

    Quote Originally Posted by PyroGine Development
    @arthurprs

    Thanks man. Wow, it's been a while since we've talked. How are things?
    not really good, the engineering course is almost killing me, if i escape alive at least i will have some things to tell
    From brazil (:

    Pascal pownz!

  4. #14

    Re: StellarDefenseび「

    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

  5. #15

    Re: StellarDefenseび「



    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

  6. #16

    Re: StellarDefenseび「

    Very nice chief!

    I'm glad you got that bit working, yay!

    cheers,
    Paul

  7. #17

    Re: StellarDefenseび「

    Thanks. This new renderstate along with all fixes and enhancements will be in the next build.
    Jarrod Davis
    Technical Director @ Piradyne Games

  8. #18
    Co-Founder / PGD Elder WILL's Avatar
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    Re: StellarDefenseび「

    That's an impressive effect. Nice job. Like your nebula too. What did you do to make it semi-seamless?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  9. #19

    Re: StellarDefenseび「

    @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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