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Messages - surt
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71
General Discussion / Re: Make your own ellipses (pixel art)
« on: January 08, 2017, 08:48:11 pm »
That's the point, but there are MANY such points:
There really aren't.

72
General Discussion / Re: Make your own ellipses (pixel art)
« on: January 08, 2017, 08:13:39 pm »
The only subjectivity in rasterizing a solid ellipse is whether to include or exclude an incident sampling point.

73
Challenges & Activities / Re: The Daily Sketch
« on: January 08, 2017, 07:59:09 am »


74
General Discussion / Re: Official Off-Topic Thread 2017
« on: January 06, 2017, 11:33:52 pm »
Don't know what API/version you're using, but OpenGL's Image Load Store is handy for this kind of thing. So long as you are operating on pixels independent of their neighbours no need for for a copy and bypass sampler nonsense, can bypass all the render-to-texture nonsense too if you use compute shaders. D3D has an equivalent too but can't remember the details that'd be RWTexture*.

75
General Discussion / Re: Official Off-Topic Thread 2017
« on: January 06, 2017, 07:51:45 pm »
Oops, messed up indentation in the pseudocode.

I think you intend this for "material" tiles...
Not particularly. For any continuous transition across tile boundaries where a tile can connect to more than one other for a boundary.

But then I'm not sure it's safe to deduce the edges from a sample map... You can miss some links if your sample map doesn't have all cases, and you can get false positive which makes your drawing deface unrelated tiles.
That's why it would be a mode, not an always-on feature. You would use it when your image is in a fit state for it to be used, when your work image is laid out with all desired tile connections.
Alternately one could use manually specified connectivity data but that would require special user interface.

Personally, in such case, I would re-edit the tileset with a smaller grid size which cuts each tile in 4x4 =16 smaller squares. There will be many common sub-tiles, and thus drawing on them will repeat the drawing on the similar graphic elements which are in an other tile.
I don't see how that helps matters. It multiplies the number of transitions in the tilemap, it reduces the number of transitions in the tileset but at the cost of tile variation and doesn't solve the problem of duplicated effort for matching tile transitions.

76
General Discussion / Re: Official Off-Topic Thread 2017
« on: January 06, 2017, 08:40:30 am »
Image editor tile-map editing idea:
Boundary-correct multi-tile editing
  • Function to duplicate edits across tile boundaries for all connected tiles
  • Editing mode, on activation builds list of neighbors for each tile-boundary pair and maintains lists while activated
  • When a brush is drawn across a tile boundary (edge or corner) every tile which shares that boundary with the an instance of an involved tile also get drawn to with corresponding offset
  • This could be particularly handy for hi-res/soft-brush tiles as per-pixel touch ups are less feasible in those cases
Pseudocode:
Code: [Select]
workList = []
boundaryList = []
foreach tile boundary intersecting brush
  workList.append([tileIndex, boundaryId, brushOffset])
while !workList.isEmpty()
  [tileIndex, boundaryId, brushOffset] = workList.pop()
  boundaryNeighborList = getBoundaryNeighborList(tileIndex, boundaryId)
  neighborBoundary = mirrorBoundary(boundaryId)
  neighborOffset = brushOffset + boundaryOffset(boundaryId)
  foreach neighborIndex in boundaryNeighborList
    neighbor = [neighborIndex, neighborBoundary, neighborOffset]
    if !boundaryList.contains(neighbor)
      workList.append(neighbor)
  boundaryList.append([tileIndex, boundaryId, brushOffset]);
foreach [tileIndex, boundaryId, brushOffset] in boundaryList
  drawBrushToTile(tileIndex, brushOffset)

Oh, and I'm still waiting:
Quote
Some non lazy person make the following:
Pico-8-like virtual console, hybrid of NES and SMS specs
Can fairly accurately simulate specs either NES or SMS or be an amalgam of the best bits of both (eg. both tile and sprite flipping)
In-virtual-console editors plus on-desktop editors for less constrained editing
No 128x128 resolution, NES and SMS resolutions as well as integer scaled or aspect corrected fullscreen (no black-bars) approximations (eg. 384x216, 480x270)

77
I've got both a Huion tablet and a Yiynova pen display (both UC-Logic digitizers) and found their out-of-the-box pressure response considerably nicer than the out-of-the-box pressure response of my various Wacom tablets. I've never been sufficiently bothered by it to do any serious calibration though, so fully calibrated performance I can't compare.

Still prefer my Wacom as it just works everywhere with no hassles.

78
Challenges & Activities / Re: The Daily Sketch
« on: January 02, 2017, 08:11:38 am »

79
Challenges & Activities / Re: The Daily Sketch
« on: December 28, 2016, 07:49:25 am »
More Medium:

80
General Discussion / Re: Official Off-Topic Thread 2016
« on: December 27, 2016, 08:39:28 pm »
Some non lazy person make the following:
  • Pico-8-like virtual console, hybrid of NES and SMS specs
  • Can fairly accurately simulate specs either NES or SMS or be an amalgam of the best bits of both (eg. both tile and sprite flipping)
  • In-virtual-console editors plus on-desktop editors for less constrained editing
  • No 128x128 resolution, NES and SMS resolutions as well as integer scaled or aspect corrected fullscreen (no black-bars) approximations (eg. 384x216, 480x270)

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