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Looking for a coder to help me with the Changeling
 
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Thu Mar 31, 2005 2:30 pm    Post subject: [quote]

I consider myself to be well hibernating. Im a programmer at heart and simply put my artistic abilities equal those of a three year old so my projects have basicly died after turning into quite nice engines but without anything that I could really show. That's also one of the pirmary reasons I don't have any completed games since much of the availble artwork either is gray-area stuff from rpg-makers or if it's put in the public domain simply looks well... crap.

So content creation as in art is hard, upping the resolution amounts to almost an exponential amount of extra work needing to be put into that area to make it look up to snuff.
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Hajo
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PostPosted: Thu Mar 31, 2005 2:35 pm    Post subject: [quote]

Maybe we just use the wrong tools?

Poser seems to be good for creating character animations, at least for the semi-realistic look of H-World/The Jungle.

But the good tools are all pretty expensive. And they need a lot of time to be learned, I guess??
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DrunkenCoder
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PostPosted: Thu Mar 31, 2005 2:43 pm    Post subject: [quote]

Hajo wrote:
Maybe we just use the wrong tools?

Poser seems to be good for creating character animations, at least for the semi-realistic look of H-World/The Jungle.

But the good tools are all pretty expensive. And they need a lot of time to be learned, I guess??


Basicly yes, and Im not enterirly sure I like that graphical type either I tend to prefer toony looks and somehow Im very very fond of the graphical style of SNES RPG's.
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Hajo
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PostPosted: Thu Mar 31, 2005 3:06 pm    Post subject: [quote]

DrunkenCoder wrote:
I tend to prefer toony looks and somehow Im very very fond of the graphical style of SNES RPG's.


I discovered the neatness of other art styles too, yet the super-deformed anime style isn't so really what I like.

But I agree on that other art styles have their merits, and I most likely made a bad choice by my tries to use photorealistic (or close to) images.

Actually photorelistic is the only style that has no style :)
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
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PostPosted: Thu Mar 31, 2005 4:33 pm    Post subject: [quote]

Quote:

I don't understand why you use such low resolutions?

I mean 1024x768 is considered low today, and 1280x1024 is common. Why not use the fine details of the high resolutions?


For many reasons. One, I perfer the look of low resolution pixels, two- for "style" and retro feeling and finally (three) because of the game style. If you don't understand *why* I want to use a low resolution, then the game isn't probably meant for you (the game's target audiance does understand it).

On the back buffer specification-
Not all video cards support 320x240x16bpp. Most don't. If the programmer were to code it directly to be used in 320x240x16bpp, it would limit the audiance.
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DrunkenCoder
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PostPosted: Thu Mar 31, 2005 4:40 pm    Post subject: [quote]

Mandrake wrote:

On the back buffer specification-
Not all video cards support 320x240x16bpp. Most don't. If the programmer were to code it directly to be used in 320x240x16bpp, it would limit the audiance.


nope, still thinks it's backwards, you want 320x240 truecolor that should be in the spec. If the one doing the engine choose to implement that as

640x480x{16|24|32} with a 320x240 backbuffer or 640x480 with prescaled sprites and 640x480 backbuffer and provide support for native 320x240 where present that shouldn't matter to you.

You want functionality and therefore you shouldn't be specifiying a means of implementation as anyhint more than a suggestion on how it *could* be done not how it *should* be done.

edit: also why force it to fullscreen maybe the player don't want it that way why if my engine seamlessly supports both fullscreen and windowed mode should I then disable it to have a chance of getting the honor to make your game.

Im just saying it's silly to put implementation details into the spec like that, but hey it's your game and content.
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Mandrake
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PostPosted: Thu Mar 31, 2005 5:06 pm    Post subject: [quote]

And I really don't understand your hostility.

I want it fullscreen. Period.
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DrunkenCoder
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PostPosted: Thu Mar 31, 2005 6:40 pm    Post subject: [quote]

Mandrake wrote:
And I really don't understand your hostility.

I want it fullscreen. Period.


Hostility? I just expressed my optionin and thought it was a silly requirement and tried to motivate why I don't think that implementation details should be a part of that specification.
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Mandrake
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PostPosted: Thu Mar 31, 2005 8:58 pm    Post subject: [quote]

I don't quite grasp your compulsion to respond in such a way. If you were talking about helping me out- that's different. But your not. Your just nitpicking some minor detail. If someone who was coding this for me suggested viable alternatives, then I woudl easily discuss it with them.
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tcaudilllg
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Joined: 20 Jun 2002
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PostPosted: Fri Apr 01, 2005 1:20 am    Post subject: [quote]

From what I've been able to discern, 640x480x16bbp scaled can be faster than 320x240x16bpp. ZSNES is an example. Also, he may want to leave the option of filters open.

The ZSNES HQ2x filter is especially nice, I think. Mandrake, they might let you use it if you ask them nicely....

I am looking forward to finally seeing the Changeling. :)
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janus
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Joined: 29 Jun 2002
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Location: Issaquah, WA

PostPosted: Fri Apr 01, 2005 1:33 am    Post subject: [quote]

LordGalbalan wrote:
From what I've been able to discern, 640x480x16bbp scaled can be faster than 320x240x16bpp.
You're out of your mind. Just FYI.

Also, HQ2x doesn't belong to the ZSNES team, and it's open source, so he definitely could use it if he wanted to.
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tcaudilllg
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PostPosted: Fri Apr 01, 2005 1:57 am    Post subject: [quote]

Open source? Really....?

It comes to my attention that most 320x240 modes are ModeX variants and are paged but not standardized, right? So I presume, maybe incorrectly, that most videocards can't use them?

...I'm basing my assumption on ZSNES's performance though.
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Mandrake
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PostPosted: Fri Apr 01, 2005 2:47 am    Post subject: [quote]

The more important point, I think, is that the speed difference between the two on anything but a 90mhz pentium is not noticable to the naked eye.
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Ren
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Joined: 07 Aug 2004
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PostPosted: Fri Apr 01, 2005 5:41 pm    Post subject: [quote]

Basically, wouldn't it be a lot less effort on both sides if you (Mandrake) just doubled the resolution of each sprite? You could make buttons for psp/photoshop (whatever you use) to double or half the resolution depending on whether you wanted to save or work on the sprite. Problem solved.
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Mandrake
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PostPosted: Fri Apr 01, 2005 5:50 pm    Post subject: [quote]

Not really- since he isn't helping me with the project (nor had he offered to help). I don't see how adding in a few lines of code is more complicated than me stretching each sprite I create.
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