@BBEnk said:
Socks
I watched and read your threads on Cos/Sin and I've learned a lot and now I made a Star Destroyer,lol not at your Skill level, but took me all day I think.
Looks great !! I like the little blobs at the end of each line, makes it look like it's on an old vector graphics display !!
@Socks said:
Here's a quick test comparing a fixed image as a texture [rock A] with an animated texture that tracks the lighting on the rock surface [rock B].
Very nice! I suppose you are constraining the image to the angle (of rotation)?
You could take that even a step further by adding a light source (also movable) and check for the angle of the vector between the rock and the light!
@pHghost said:
I suppose you are constraining the image to the angle (of rotation)?
Yes, exactly.
@pHghost said:
You could take that even a step further by adding a light source (also movable) and check for the angle of the vector between the rock and the light!
Yes, I've done a few of those already, there were a couple of tests on the forums a while back (but I can't remember the name of them) but basically like you say you use V2A to find out where the light is and use the appropriate image - which allows the actor move and the light to move - the thing is if you wanted a dynamic image (like in the example above) it's not straightforward to then have a dynamic light too, it's possible but not as straightforward as either a dynamic light or dynamic image on its own.
@pHghost said:
You could take that even a step further by adding a light source (also movable) and check for the angle of the vector between the rock and the light!
Here's a fixed light source (the red 'lava' floor).
@pHghost said:
You could take that even a step further by adding a light source (also movable) and check for the angle of the vector between the rock and the light!
Here's a fixed light source (the red 'lava' floor).
@Hoodloc said:
Wow, that looks fantastic!
How many pictures do you use for the rock in the 'Rock Specular/Physics' video? It looks super smooth.
I used 360 images, but to be honest that was just me being lazy - so I didn't have to do any calculations and could just constrain self image to "rock_"..rotation, you can get away with a lot less (especially with fast moving/spinning objects), but GS has never had any issues dealing with image sequences like this, after all it only has to display 1 image at a time.
Looks pretty darn good @Socks !
How did you get the red reflection on the bottom of the rock? Is it another rock (with pre rendered red reflection) on top of the main rock that is changing it's alpha when it gets closer to the bottom of the screen?
@Approw said:
Looks pretty darn good @Socks !
How did you get the red reflection on the bottom of the rock? Is it another rock (with pre rendered red reflection) on top of the main rock that is changing it's alpha when it gets closer to the bottom of the screen?
Yes, exactly, the top (red glow) image sequence's alpha channel is constrained to the rock's Y position.
@jdlcrater said:
What kind of mathematic trickery is this?! It's amazing!
It's really simple, I'm just constraining an image to an object's angle, about the most complex maths is constrain self image to the rotation of the rock !
@Socks said:
I used 360 images, but to be honest that was just me being lazy - so I didn't have to do any calculations and could just constrain self image to "rock_"..rotation, you can get away with a lot less (especially with fast moving/spinning objects), but GS has never had any issues dealing with image sequences like this, after all it only has to display 1 image at a time.
Oh wow, that explains why it looks so insanely smooth. GameSalad really does handle image sequences nicely - I'd just fear the loading times with so many images (of course depending on the proportions). But like you said one surely could get away with a LOT of images less and it would still look fantastic.
(At my workplace we work on actual 3d games but somehow seeing this in GameSalad is highly fascinating. By now I must have watched that rock get thrown far more than 100 times, can't take my eyes off of it! )
@Hoodloc I'd just fear the loading times with so many images (of course depending on the proportions)
No need to fear. He is constraining the images with math, this way gamesalad doesn't preload the images, it's a very efficient way to display/animate images.
@Hoodloc I'd just fear the loading times with so many images (of course depending on the proportions)
No need to fear. He is constraining the images with math, this way gamesalad doesn't preload the images, it's a very efficient way to display/animate images.
@Hoodloc said:
Oh wow, that explains why it looks so insanely smooth. GameSalad really does handle image sequences nicely - I'd just fear the loading times with so many images (of course depending on the proportions).
All the images only come to 4MB, a single 2048 x 1536 pixel image (depending on how noisy it is) can be as much as 9.5MB, but like you say it all depends on the size of the images.
@Socks said:
It's really simple, I'm just constraining an image to an object's angle, about the most complex maths is constrain self image to the rotation of the rock !
So you just used a: constrain attribute: self.Image :to: self.rotation? That is how I would guess it works.
@jdlcrater said:
So you just used a: constrain attribute: self.Image :to: self.rotation? That is how I would guess it works.
Well, that's one way of doing it.
Doing that way would mean that when you are preparing the rock images (let's say in a 3D app) you would leave the rock where it is and rotate the lights around it in a 360° arc.
I did it the lazy way (it was just a quick experiment) - I made a rock model, threw some lights around it - and rotated the rock - rendering off a full 360° rotation - I then constrained these images to the rotation of the actual rock actor (with the rock collision shape).
Something else worth pointing out . . . Objects with symmetry less than 360° would require fewer images.
You show off what GS is capable of, you show off what impact great sound has in enhancing the experience, you show off what you can come up with if you experiment and iterate.
WHuuuuuuut @Socks !? That looks insanely brilliant! And congrats on progressing on an actual game, its not easy to get this far, especially with your project.
Comments
@BBEnk Very cool!
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@BBEnk, awesome! So how long until I can play this again?
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It might be possible..I'll play around some more. I was actual thinking of the game below when I was making it, I think it would be easier.
Looks great !! I like the little blobs at the end of each line, makes it look like it's on an old vector graphics display !!
Here's a quick test comparing a fixed image as a texture [rock A] with an animated texture that tracks the lighting on the rock surface [rock B].
You need to stick the video on 720 or 1080p otherwise its pretty crunchy !
Up next, @Socks will be showcasing a fully functional Gamesalad Creator built in Gamesalad? So we can all build a game within a game.
Fortuna Infortuna Forti Una
Nice idea, consider it stolen !
Very nice! I suppose you are constraining the image to the angle (of rotation)?
You could take that even a step further by adding a light source (also movable) and check for the angle of the vector between the rock and the light!
Yes, exactly.
Yes, I've done a few of those already, there were a couple of tests on the forums a while back (but I can't remember the name of them) but basically like you say you use V2A to find out where the light is and use the appropriate image - which allows the actor move and the light to move - the thing is if you wanted a dynamic image (like in the example above) it's not straightforward to then have a dynamic light too, it's possible but not as straightforward as either a dynamic light or dynamic image on its own.
Here's a fixed light source (the red 'lava' floor).
Amazing!
Wow, that looks fantastic!
How many pictures do you use for the rock in the 'Rock Specular/Physics' video? It looks super smooth.
I used 360 images, but to be honest that was just me being lazy - so I didn't have to do any calculations and could just constrain self image to "rock_"..rotation, you can get away with a lot less (especially with fast moving/spinning objects), but GS has never had any issues dealing with image sequences like this, after all it only has to display 1 image at a time.
Looks pretty darn good @Socks !
How did you get the red reflection on the bottom of the rock? Is it another rock (with pre rendered red reflection) on top of the main rock that is changing it's alpha when it gets closer to the bottom of the screen?
Yes, exactly, the top (red glow) image sequence's alpha channel is constrained to the rock's Y position.
What kind of mathematic trickery is this?! It's amazing!
It's really simple, I'm just constraining an image to an object's angle, about the most complex maths is constrain self image to the rotation of the rock !
Oh wow, that explains why it looks so insanely smooth. GameSalad really does handle image sequences nicely - I'd just fear the loading times with so many images (of course depending on the proportions). But like you said one surely could get away with a LOT of images less and it would still look fantastic.
(At my workplace we work on actual 3d games but somehow seeing this in GameSalad is highly fascinating. By now I must have watched that rock get thrown far more than 100 times, can't take my eyes off of it! )
No need to fear. He is constraining the images with math, this way gamesalad doesn't preload the images, it's a very efficient way to display/animate images.
Oh right, didn't think that through.
All the images only come to 4MB, a single 2048 x 1536 pixel image (depending on how noisy it is) can be as much as 9.5MB, but like you say it all depends on the size of the images.
So you just used a: constrain attribute: self.Image :to: self.rotation? That is how I would guess it works.
Did you make this with GS?
Well, that's one way of doing it.
Doing that way would mean that when you are preparing the rock images (let's say in a 3D app) you would leave the rock where it is and rotate the lights around it in a 360° arc.
I did it the lazy way (it was just a quick experiment) - I made a rock model, threw some lights around it - and rotated the rock - rendering off a full 360° rotation - I then constrained these images to the rotation of the actual rock actor (with the rock collision shape).
Something else worth pointing out . . . Objects with symmetry less than 360° would require fewer images.
Here's an update on one of the isometric experiments from earlier on in this thread, it's very slowly turning into an actual game !
QuickTime movie here for anyone interested: https://www.mediafire.com/?2gw9c4je74lcdjy
Looks fantastic. Really awesome as always!
Awesome!
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Wow.
Thanks !
@Socks, you show-off!
You show off what GS is capable of, you show off what impact great sound has in enhancing the experience, you show off what you can come up with if you experiment and iterate.
Good job!
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WHuuuuuuut @Socks !? That looks insanely brilliant! And congrats on progressing on an actual game, its not easy to get this far, especially with your project.