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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Sun Jan 25, 2004 2:56 am    Post subject: new Changeling screenies [quote]

screenie #1- the updated logo-



screenie #2- walking through a forest at night, and encountering some fireflies. A new effect I just added the other day....it's hard to see just how nifty it looks in only the screenshot, cause in game it looks awesome.



and here is it working on my desktop. Now the released version will default to full screen, with the ability to set it to windowed or to toggle it to and from windowed at whim. Right now I'm just using it in windowed for debugging reasons :


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Ninkazu
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Joined: 08 Aug 2002
Posts: 945
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PostPosted: Sun Jan 25, 2004 4:29 am    Post subject: [quote]

If I eat your brains, will I gain your talent and intellect? Or.... would that just drop me into the "Zombie" minority?
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Sun Jan 25, 2004 6:41 am    Post subject: [quote]

Ninkazu wrote:
If I eat your brains, will I gain your talent and intellect? Or.... would that just drop me into the "Zombie" minority?


Nah, it'll just drop you into the "pretty fucking retarded" minority.
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DrunkenCoder
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Joined: 29 May 2002
Posts: 559

PostPosted: Sun Jan 25, 2004 10:01 am    Post subject: [quote]

Looks awsome, is the night effect done using separate graphics or do you just tint the whole thing?
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sun Jan 25, 2004 10:12 am    Post subject: [quote]

Wow, it's written in pygame? I thought pygame was too slow for console style RPGs. Or are you using some native extension libraries?
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valderman
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Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Jan 25, 2004 11:18 am    Post subject: [quote]

Looks nice. It reminds me of SoM and SD3.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Sun Jan 25, 2004 6:35 pm    Post subject: [quote]

Quote:
If I eat your brains, will I gain your talent and intellect? Or.... would that just drop me into the "Zombie" minority?


Neither. I sold my brains to Gypsies for a spoon and a violen made from the devil's ass hair. My talent resides in not my mind but by my mojo. and by mojo, I mean Happy.

Quote:
Nah, it'll just drop you into the "pretty fucking retarded" minority.


that too.

Quote:
Looks awsome, is the night effect done using separate graphics or do you just tint the whole thing?


A combination....the objects/bkg tiles are a different tileset, while NPC's are shaded/tinted.

Quote:
Wow, it's written in pygame? I thought pygame was too slow for console style RPGs. Or are you using some native extension libraries?


Yup, and you do know that PyGame is a native ext library from Python to SDL, right? It's not too slow at all, on my 200mhz It still goes at 200 frames a second, even with full on particle effects and lots of other things.

I think Pygame is misunderstood because very few people actually know how to use it properly. Most people come from VB, QB and DirectX....but I find it if you know 'C/C++' SDL and have been doing games for a long time, you would know enough to take full advatage of pygame and python.


Quote:
Looks nice. It reminds me of SoM and SD3.


Thanks! That's a huge compliment!
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sun Jan 25, 2004 11:30 pm    Post subject: [quote]

Mandrake wrote:
Yup, and you do know that PyGame is a native ext library from Python to SDL, right? It's not too slow at all, on my 200mhz It still goes at 200 frames a second, even with full on particle effects and lots of other things.

I think Pygame is misunderstood because very few people actually know how to use it properly. Most people come from VB, QB and DirectX....but I find it if you know 'C/C++' SDL and have been doing games for a long time, you would know enough to take full advatage of pygame and python.

Ah, I was under the impression that because of the overhead of pygame making calls to the graphics lib that it was too slow for doing things like drawing tilemaps very efficiently. I haven't used it very much, so I wasn't sure. Guess not!

I really like the look of that screenshot. The fireflies could use a little alpha on their edges to make 'em look a little smoother, IMO, but other than that it's very solid. Is that 2xsai?
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Mon Jan 26, 2004 12:54 am    Post subject: [quote]

Quote:
Is that 2xsai?

My guess is super 2xsai or maybe super eagle. I dont really know except that it looks too dramatic to be plain old 2xsai.
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Sirocco
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Joined: 01 Jun 2002
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PostPosted: Mon Jan 26, 2004 1:45 am    Post subject: [quote]

According to Mandrake, it's plain 'ol 2xSAI. Good enough for me :)

.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Fri Jan 30, 2004 2:57 pm    Post subject: [quote]

Quote:

Ah, I was under the impression that because of the overhead of pygame making calls to the graphics lib that it was too slow for doing things like drawing tilemaps very efficiently. I haven't used it very much, so I wasn't sure. Guess not!


heh yeah. That actually is a very common belief- esp among c devr's and VB devr's....not to say what lang you use determines your addititude toward this, but I find they slam the lang+lib alot. Which is sad....since Python is such an astounding (although very high level) programming language....and PyGame....is well just SDL in Python, heh.

The overhead is there but only noticable by doing pixel by pixel work, since for each pixel you would get the overhead. Supposably their is a library for manipulating pixels very fast....but so far it still is muchmuchmuch slower than C when working on the pixel level (disgustingly slow).

But, with sound, music, image rendering, surface blitting, alphas etc the overhead is a non issue.

Quote:

I really like the look of that screenshot. The fireflies could use a little alpha on their edges to make 'em look a little smoother, IMO, but other than that it's very solid. Is that 2xsai?


yup, it's 2xSai.

just plain 2xSai (which is a step above SuperEagle, since 2xSai was meant as an improvement to Super Eagle and Eagle)....
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Sirocco
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Joined: 01 Jun 2002
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PostPosted: Fri Jan 30, 2004 7:10 pm    Post subject: [quote]

From experience, it would seem that under many circumstances the benefits of Super-2xSAI are outweighed by the extra overhead. Most of the time I don't see any significant improvements in image quality, but that's IMO.

.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Fri Jan 30, 2004 7:12 pm    Post subject: [quote]

Overhead is only an issue if you scale in real time, not when you scale your bitmaps once and use the scaled version from then on.
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Fri Jan 30, 2004 10:16 pm    Post subject: [quote]

That's for sure, Sirocco. Diver Down runs horrible in 2xsai mode, and that's not counting the crash when I bump up to 640x480 resolution. Sometimes it makes sprites look better, but a lot of times it can detract from the look of art cels and the like. It's mainly opinion, either way.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Sat Oct 02, 2004 9:47 am    Post subject: [quote]

I was thinking of using 2xsai on a project of my own and I noticed it was free for non commercial use. How did you get around that for this game?
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