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Author Topic: Editor Dev Thread  (Read 48236 times)

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Offline Tosheros

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Re: Editor Dev Thread
« Reply #15 on: June 21, 2007, 03:33:20 pm »
The way everythings looks wierd at first but then seem to have always been here... This editor looks incredible.

Oh, and the music is lovely.  :P
I should think about something stupid to put in there...

Offline nestor

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Re: Editor Dev Thread
« Reply #16 on: June 22, 2007, 08:33:44 pm »
I can't get over the "Wavy" effect.  Is that done with a geometry shader?  it doesn't look pre-rendered to me.


Offline Alec

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Re: Editor Dev Thread
« Reply #17 on: June 23, 2007, 12:31:28 am »
There's a few different ones, but they're all done by animating meshes with sine waves... so it can be applied to any image.

Offline nestor

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Re: Editor Dev Thread
« Reply #18 on: June 23, 2007, 02:15:29 am »
I find myself thinking that a few of the effects in Aquaria are completely amazing.  The water distortion effect.  The way Naija was stirring up the bubbles, and the Wavy effect.  I just love it.  I tried picturing the wavy effect applied to the walls in an FPS for example, all the walls undulating in a sine-wave pattern.  yeargh, that would be crazy.

if you don't mind me asking, how does the mesh work?  is the original polygon broken down into many smaller polys and then the vertices are drawn with sine-waves? 

I guess I just don't completely understand how you can do that with OpenGL.  My knowledge of it is fairly limited unfortunately. 
beautiful game,  and you make it all look so easy.

« Last Edit: June 23, 2007, 02:30:10 am by nestor »

Offline Cobar

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Re: Editor Dev Thread
« Reply #19 on: June 23, 2007, 02:37:13 am »
Is it possible to use the obstruction tool on a moving object? Would be nice to create some floating debris you could jump off :)
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Offline Alec

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Re: Editor Dev Thread
« Reply #20 on: June 23, 2007, 03:02:44 am »
Is it possible to use the obstruction tool on a moving object? Would be nice to create some floating debris you could jump off :)

You can't do that with the tile editor, but you can do it with entities and scripting. Its a feature we added in the last month or so. :) So you can have creatures/objects moving around that Naija can cling onto and jump off of.

Offline Tosheros

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Re: Editor Dev Thread
« Reply #21 on: June 23, 2007, 04:10:51 pm »
Just a question,  I was wonderings if it was possible to make objects such as a "door" or an arch in wich Naija swin betwin two parts of an object?

I know it is not 3D but still...
I should think about something stupid to put in there...

Offline Alec

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Re: Editor Dev Thread
« Reply #22 on: June 23, 2007, 07:18:38 pm »
If you make graphics that break an object up into parts (parts in front, and behind) then you can achieve that effect.

Offline qwertz

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Re: Editor Dev Thread
« Reply #23 on: November 26, 2007, 08:05:02 pm »


Wow, thats awesome, Alec. How do you calculate the rotations and the positions of the tiles which are placed along the black border? Which algorithm is behind that? Is it complicated? And how is the collision detection implemented on this bumpy border? Do you work with invisible intersection rectangulars around it? You are a really good programmer!

Man, this game rocks! I am really sure that I buy this game.

Greetz, qwertz

Offline Alec

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Re: Editor Dev Thread
« Reply #24 on: November 26, 2007, 09:42:38 pm »
How do you calculate the rotations and the positions of the tiles which are placed along the black border? Which algorithm is behind that? Is it complicated? And how is the collision detection implemented on this bumpy border?

Basically I calculate a normal vector based on the surrounding tiles at each point. (this is also how Naija + enemies know which way to rotate when on a surface)

The collision detection is just a simple tile grid, although the tiles are only obstruction tiles (just data, not visual). It gets generated from the base image, but then you can also add an obstruction property to any free floating visual tile to make it solid.

Its kind of hard to explain, but there might be some hints in this video.

I'm thinking maybe I'll put up some more videos of the editor after/just before the game comes out. Derek's been working on a pretty cool editor tutorial level!

Man, this game rocks! I am really sure that I buy this game.

That's great to hear, man! Can't wait to release this thing. :)

Offline realyst

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Re: Editor Dev Thread
« Reply #25 on: November 27, 2007, 01:49:47 am »
That is one shiny editor.

Love the rock carving....so effectively....simple and awesome.

Like I needed any other reason to want to buy this game.

Offline Hiro

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Re: Editor Dev Thread
« Reply #26 on: November 28, 2007, 01:18:46 am »
The fact that you can edit a level and swim around in it all at once is so awesome. Testing maps must be so easy with this!
Great work.
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Offline Derek

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Re: Editor Dev Thread
« Reply #27 on: November 28, 2007, 04:41:37 am »
The fact that you can edit a level and swim around in it all at once is so awesome. Testing maps must be so easy with this!

It definitely makes testing a breeze.  And with the game as big as it is, that's more or less a necessity. ;)

Geez, I really can't wait for you guys to try it!

Offline Xiagan

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Re: Editor Dev Thread
« Reply #28 on: November 28, 2007, 10:12:24 am »
Geez, I really can't wait for you guys to try it!
It is not up to us, when this will happen. ;)
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Offline Hiro

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Re: Editor Dev Thread
« Reply #29 on: November 29, 2007, 06:23:41 am »
Bah! Let's argue about who is more excited, the fans or the dev.s!

 ;D
My site is: http://www.therathole.co.nr/
Where I put pictures and blog posts and stuff..