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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1720369 times)

Sean Mirrsen

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1095 on: November 18, 2009, 11:40:06 am »

Speaking of those odd corners, perhaps Stonesense could afford to recognize such things? I.e. if a solid tile has two empty diagonally adjacent neighbors, it becomes a different shape? The total amount of sprites required would be (presuming mirroring): 3 for single corners, plus 2 for any two adjacent corners, plus 1 for opposite corners, plus 3 for triple corners, and a rounded column. A lot of spriting work, but maybe it'd be worth it?
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Footkerchief

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1096 on: November 18, 2009, 11:48:15 am »

Speaking of those odd corners, perhaps Stonesense could afford to recognize such things? I.e. if a solid tile has two empty diagonally adjacent neighbors, it becomes a different shape? The total amount of sprites required would be (presuming mirroring): 3 for single corners, plus 2 for any two adjacent corners, plus 1 for opposite corners, plus 3 for triple corners, and a rounded column. A lot of spriting work, but maybe it'd be worth it?

This kind of contextual tile augmentation, for lack of a better term, is definitely what visualizers are going to move toward.  It's already being used for ramps, but waterfalls could use it to appear to "cling" to any nearby surfaces, and patchy floor tiles like sand could use it to look less blocky.
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CobaltKobold

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1097 on: November 18, 2009, 12:40:29 pm »

Just when you thought it was okay to go back into the cave...

Giant Cave Spider!


*squint* ...that...looks familiar. But my suspicion is wrong. carry on.
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

dyze

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1098 on: November 18, 2009, 12:40:44 pm »

how about something like this:
Spoiler (click to show/hide)
« Last Edit: November 18, 2009, 12:45:17 pm by dyze »
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CobaltKobold

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1099 on: November 18, 2009, 12:57:39 pm »

...I can't see any rule that would specifically grab those walls and no others. Aside from that, it's an idea.

The way it's coded, you would need the cursor as a global or passed in to Block.draw and/or the spritegetter to pick.

Beyond that, half-drawing (all on current level, all within Manhattan distance _ of  cursor on level, all within _ crow distance of cursor on level, all[not that useful]) is the matter of a conditional within the wall (and ramp) drawing code, and getting a new cut-down sprite for all of those (!)

So it's more artwork (hah) than codework. Should be some way to make the spritefetch take no more operations (maybe an addition/multiplication each and a ternary) with such a consideration- though, the crow distance would be more expensive
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Footkerchief

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1100 on: November 18, 2009, 01:38:08 pm »

The other classic approach is transparency, which is probably worth experimenting with.  It could be as simple as "draw wall as transparent if it's on the top visible level and it's blocking the view of something interesting, like a creature or building."
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Jiri Petru

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1101 on: November 18, 2009, 01:39:17 pm »

Vibrant colours like this?

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Neonivek

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1102 on: November 18, 2009, 01:47:07 pm »

MUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCH better.

Your old willow tree was like early next gen graphics... Brown

It needs a small tweek though to be perfect. It is good enough to be a final version as it is so it isn't all that important.
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Footkerchief

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1103 on: November 18, 2009, 01:54:00 pm »

Yeah, I like that one much better.  Needs no further changes in my opinion.
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Aldaris

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1104 on: November 18, 2009, 02:00:30 pm »

Beautiful. I can't wait for alpha 4.
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Solifuge

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1105 on: November 18, 2009, 03:22:07 pm »

Added solid-color boarders to Seuss' fantastic crop sprites, and a mockup comparison to show why:
You lose a lot of distinction in small-scale work, unless you add boarders, especially when a foreground sprite matches the color of the surface that it's on.



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fifth angel

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hmmm....

winner

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1107 on: November 18, 2009, 04:03:39 pm »

I actually prefer the longland grass without borders because it looks like it belongs.
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dyze

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1108 on: November 18, 2009, 04:13:36 pm »

done some work on a carpenters shop
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Julius Clonkus

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1109 on: November 18, 2009, 04:21:47 pm »

Looks good. But what if there's no adjacent wall? Then the saw above the stack of logs would be floating in mid-air.
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Holy schist, this thread is mica me sick.
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