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Panjoust - A New Simple Platformer


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#91 Amigo Bandito Crujiente

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Posted 25 January 2010 - 07:52 PM

Marko, I couldn't possibly agree more.

Let's get this thing stable and looking good before we worry about ANY additional features.

I am, of course, keeping some ideas on the back burner, testing the appearance of some art, working out how certain effects can be achieved in the most effective way, and stuff like that. With literally NO changes to the engine, I can create the illusion of dynamic (or at least consistent) rain, lightning, and water. Stuff like this is going to REALLY make the game shine, but there is no reason to start implementing any of it until we have a solid base to work off.

I'll edit this post later with some night time art that I have completed.

EDIT:
Posted Image

Edited by Amigo Bandito Crujiente, 25 January 2010 - 09:34 PM.


#92 Xenu

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Posted 25 January 2010 - 10:40 PM

I think your art is great, it has made the game look a lot more intresting. However the strenght bar is both ugly and ridiculously large. It really distracts from your beautiful backgrounds. I would suggest a small horizontal bar instead.

#93 fusion_power

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Posted 25 January 2010 - 11:36 PM

Yupp, the bar is much to "dominating".
The night scene looks very good and everything fits very well. Just some pixel-cleanings here and there (pink border around the mountain) and some corrections into the platforms, then it's nearly perfect. :)

#94 Amigo Bandito Crujiente

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Posted 25 January 2010 - 11:38 PM

You're right, it is a bit large

I would prefer to go with a vertical bar, because there are other HUD elements that I have not included that are also horizontal.

I think Marko can scale the size of the bar without my help though, We'll work out a final size later.

EDIT: I believe it appears so dominating in the last image because it simply isn't placed correctly.

When in the game, it will be fully left-justified, not floating out a hundred pixels or so, see last page for more accurate use.

Edited by Amigo Bandito Crujiente, 25 January 2010 - 11:42 PM.


#95 MarkoeZ

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Posted 26 January 2010 - 01:43 AM

Ok, Time for the weekly Panjoust video.

Here it is on Youtube

With one of the first Panjoust demo tracks made Nick May, he's doing most of the music side. But it fits this video very well.
And ofcourse the new menu and backgrounds, with the graphics from Amigo Bandito.

Just posting updates, ugly things are being worked on.

Cheers!!

#96 Gruso

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Posted 26 January 2010 - 02:08 AM

Very Morricone! This makes me happy! Looking forward to hearing some SFX too. With the BGM down in the mix a little and the sounds of battle up front, it's going to be very atmospheric. Great work guys.

#97 Xenu

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Posted 26 January 2010 - 06:52 AM

You're right, it is a bit large

I would prefer to go with a vertical bar, because there are other HUD elements that I have not included that are also horizontal.

I think Marko can scale the size of the bar without my help though, We'll work out a final size later.

EDIT: I believe it appears so dominating in the last image because it simply isn't placed correctly.

When in the game, it will be fully left-justified, not floating out a hundred pixels or so, see last page for more accurate use.

Well you do what you think is best, but while watching the new youtube movie I think that the old strenght bar looks fine, it just needs a touch up I think. What I really like with the old one is that it disapears as the strenght lowers, while the new one still sits there and block the view. Just my opinion.

#98 deise

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Posted 26 January 2010 - 09:59 AM

Hi folks, I sent MarkoeZ some sound effects last night (about 10 different ones) but looking at all the different backgrounds and stuff I'm going to busy for a while yet :)

#99 Amigo Bandito Crujiente

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Posted 26 January 2010 - 10:13 AM

Marko, what we really REALLY need to add a sense of professionalism to the menus like 'highscores' is a new font.


Posted Image

The three at the top are protected under fair use, the one at the bottom is public domain

Any opinions from anyone?

#100 B-ZaR

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Posted 26 January 2010 - 10:16 AM

Any opinions from anyone?


I vote for the bottom one. Besides being free it looks "medievaly" which fits the game nicely :)

EDIT: Oh, and I love the "j" in "Panjoust" written with it :P

Edited by B-ZaR, 26 January 2010 - 10:17 AM.


#101 Amigo Bandito Crujiente

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Posted 26 January 2010 - 10:35 AM

So do I, but remember that in-game it wont have antialiasing, so it might look a bit jagged.

I'll dredge up an example, hold on
it would look something like this, although on the pandora screen, the jagged edges would be MUCH less pronounced.
Posted Image


there are, however, some issues with capital letters, such as when you complete a level, the text that appears says N ice. Because I would like to replace the texts for "nice" and "ouch" with animated images that say "failure" or "level complete" this won't be much of an issue in the long run.

Edited by Amigo Bandito Crujiente, 26 January 2010 - 10:36 AM.


#102 B-ZaR

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Posted 26 January 2010 - 10:53 AM

So do I, but remember that in-game it wont have antialiasing, so it might look a bit jagged.

I'll dredge up an example, hold on
it would look something like this, although on the pandora screen, the jagged edges would be MUCH less pronounced.

<image>

there are, however, some issues with capital letters, such as when you complete a level, the text that appears says N ice. Because I would like to replace the texts for "nice" and "ouch" with animated images that say "failure" or "level complete" this won't be much of an issue in the long run.


How about applying a simple subtle mean value blur effect to the text? It could make the text a little less jagged. Something like a 3x3 mean value filter which assumes transparent pixels as black.

#103 Amigo Bandito Crujiente

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Posted 26 January 2010 - 11:00 AM

That would be Marko's department, but I'm pretty sure transparency on the text isn't delineated by color, so I don't know if applying a blur in that manner would work. Besides, from a purely design standpoint, any blur on text makes readability go to all hell. Its better to have jagged text than blurry text.

#104 B-ZaR

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Posted 26 January 2010 - 11:28 AM

That would be Marko's department, but I'm pretty sure transparency on the text isn't delineated by color, so I don't know if applying a blur in that manner would work. Besides, from a purely design standpoint, any blur on text makes readability go to all hell. Its better to have jagged text than blurry text.


I don't mean a typical blur, but only blurring the pixels inside the letters.
Posted Image

In the above picture I've applied gaussian blur to the text while keeping the outer edges (shape of the letters) the same. The kind of effect I'm proposing is even less noticeable (couldn't quickly reproduce in GIMP). It kinda just darkens the edge pixels a little (depending on how near the edge they are) while keeping the base color same. I'm not sure how well this would work, I'll have to try it when I have the time. Right now I should be working :P

EDIT: Well... yeah. Looking at that picture again it still looks a lot less readable. Disregard this for now :)

Edited by B-ZaR, 26 January 2010 - 11:55 AM.


#105 foxblock

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Posted 26 January 2010 - 01:09 PM

So do I, but remember that in-game it wont have antialiasing, so it might look a bit jagged.


Well you can make the text anti-aliased, that is no problem. It is just disabled by default as it is a very slow procedure in SDL, but I guess there should be no problem activating in menus like the highscore one (I doubt anyone needs 30fps there ;) ).
It just might be too slow when showing text in-game, so it should be disabled for that (you can do it on a text-by-text basis, so again this should be no problem).

Bottom line is, don't worry about it, also if you plan to replace all in-game text with images.

foxblock out

Edited by foxblock, 26 January 2010 - 01:12 PM.