26 April 2020, 14:33 | #401 |
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I do have a website - it's just massively outdated. I throw any new productions on Facebook, YouTube and Twitter anyway. I never really got into Instagram and TikTok is probably no place for this, though.
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26 April 2020, 16:21 | #402 |
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04 May 2020, 17:11 | #403 |
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Another "making-of" part is out. Have fun!
[ Show youtube player ] |
04 May 2020, 20:53 | #404 |
J.M.D - Bedroom Musician
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Something that came in my mind - together with of course optimized textures for your palette: would a mixed use of 32x32 and 64x64 pixel textures use more memory? (of course will lose detail but for some areas that should be ok)
Or the editor could choose whwther use 32x32 or 64x64 at the beginning |
04 May 2020, 21:16 | #405 |
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Love your videos! Keep it up!
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04 May 2020, 21:23 | #406 | |
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Quote:
I have also one solution in mind, to include the intermediate column index table to compress textures a little. With this approach, each texture would basically be up to 512 columns wide list of pointers, each column pointing to specific data in memory. This way you could splice different textures into one in any way imaginable (e.g. paint metal supports on walls, or break repetitions) as well as compress things by reusing pixel columns, possibly with different vertical offsets. This will also mean we are no longer limited to powers of two when wrapping horizontally, because there will be no wrapping - just a list 512 columns for each texture. Also we are not limited to powers of two in scaling. 48x48 could be a good compromise. I was considering that, but didn't go for it because it would mean recreating all assets. In the end, the final decision doesn't have to be made right now and we will see what will come. |
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04 May 2020, 21:23 | #407 |
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that is really great! (re)writing history!
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04 May 2020, 21:25 | #408 |
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I have to say the same about Your work. I'm a great fan of both Atari VCS and Amiga - great and really elegant platforms.
Thanks for making this world a better and much more enjoyable place. EDIT: Sorry I completely mixed things up. Fixed now. Last edited by KK/Altair; 04 May 2020 at 22:09. |
04 May 2020, 22:30 | #409 |
Total Chaos forever!
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@KK/Altair
The head designer of the Amiga chipsets and Atari VCS died shortly after Commodore did. That's just a screen name. Sorry to bring bad news. |
04 May 2020, 23:39 | #410 | |
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On the other hand, I've seen R. J. Mical enjoying my works, so I'm still flattered. |
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05 May 2020, 08:51 | #411 |
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Great video again.
Also, I didn't mention it last time, but I like the intro The fact that the video series deal with level design instead of the more technical aspects of the game is something that is really smart when I think about it. It makes the videos accessible to a broader public and it will also help in the future when people will maybe be able to make their own maps. The level design of this game really makes it feel like a proper doom. Small touches like the outdoor key structure, exit signs, subtle ligthing, see through corridors, etc, etc, are all brilliantly done. Keep it up and looking forward to the next installment |
05 May 2020, 08:54 | #412 | |
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Quote:
https://hackaday.com/2020/05/04/doom...a-couldve-had/ |
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05 May 2020, 12:29 | #413 |
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Great job again.
One question: Within mods, are we going to be able to use only flat shaded polygons, or gradients on them? If yes, will that give it a high boost? ------------ Oh, aand you asked on youtube what software we are using for motion graphics kind of stuff. I personally use After Effects, but also an (strictly) editing app like Adobe Premiere, is capable of rotating, moving, scaling images with alpha, and animating text. So, if Adobe can do it, my guess is that the app you are using (was it Da Vinci resolve?) can do it no problem. Just google: "Da Vinci Resolve motion graphics". [ Show youtube player ] Something like this maybe, but maybe there are better tuts. |
15 June 2020, 12:07 | #414 |
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Enjoyed the last video a lot!
Any updates? |
15 June 2020, 13:55 | #415 |
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Reworked asset converter pipeline completely and now it gives much finer control over every single asset. Implemented a few new dithering methods - none works better than the current one, but they all have lots of tweakable parameters now, adjustable per-asset, which allowed getting rid of red pixels on the hand (it came a bit yellowish due to palette, though) without destroying anything else. I've got great custom made graphics for weapon sprites as well as some graphics and font for the menu, so getting them into the engine will be next. Things should start looking more like a game and less like a techdemo soon.
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15 June 2020, 23:04 | #416 | |
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Quote:
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25 June 2020, 08:50 | #417 | |
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Quote:
I use my Amiga for creating graphics, and I do NOT consider that a waste of time. The Amiga offers the best and most user-friendly experience for graphics creation (even if we discount nostalgy and Amiga's 'inspirational atmosphere'). It also frees me from the PC side, so I don't have to keep all my eggs in one basket, figuratively speaking. It's always great to have a holiday from modern PC side, especially when creating something. Why would you consider creativity, a basic, divine aspect of humanity, to be a waste of time? If so, then the creation of all existence has been and is waste of time! The Amiga offers me a much 'smoother' graphics-creating experience than I have ever had with any system, computer or method. I used WinUAE with everything set up as well as I could for precise (and slowed down) mouse cursor control and was able to get good results - but the feel of doing the same on a real Amiga just can't be compared. Logically thinking, the difference shouldn't be that big - and since you can customize mouse precisions, accelerations and speeds pretty nicely, it should be pretty much the same experience, but maybe just feel a bit better due to nostalgy and atmosphere. However, this effect and its enormity surprised me - I certainly didn't expect it to even happen. Not only did it happen, but it's still mindblowing to me, just how big that contrast is between using PC (and insert whatever drawing package, or any Amiga emulation) and Amiga truly is. I thought I had been swallowed by hubris back in the day, and Amiga wasn't as much a creative people's computer as I thought, and powerful enough PC should be able to perform the Amiga 'feats' easily anyway (proven by Amiga emulators being not only possible, but a casual reality). However, try it yourself, use any PC with any software you want to draw some low-resolution pixel art picture or animation, and then do a similar thing on a real Amiga, and see, which feels smoother or has a better 'flow' to it. If using Amiga is a 'waste of time', then pretty much -anything- that entertains you or feels good to use / do / experience / etc. can be considered a 'waste of time'. You are really opening a huge can of worms here.. waste of time? I think writing ignorance-based silliness in forums is way more wasteful of time than using an Amiga. I can -somewhat- see what you mean, if you change your phrasing to something like 'creating something FOR the Amiga that already exists as a better form on another platform' or 'trying to port a lesser game TO Amiga, when a better one already exists for the Amiga'. But just doing ANYTHING _ON_ the Amiga a waste of time? Do you think modern art is NOT a waste of time, but drawing something beautiful on the Amiga is? Honestly, I wish people would THINK before they post this kind of insulting, sweeping lies. |
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25 June 2020, 09:20 | #418 |
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I also wish people would THINK before getting all worked up about something that was clearly not meant as a serious comment. Reading comprehension goes a long way (and would also be nice if you'd not taken the quote out of context while calling me a liar).
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25 June 2020, 09:43 | #419 |
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I wish some people would keep there answers a little shorter ;-). Especially doing so in multiple threads over a very short time.
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25 June 2020, 10:10 | #420 | |
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Quote:
Did you even read what he was writing there? |
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