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Posts Tagged ‘graphics’

Planet Concept #1

Posted by (twitter: @louroboros)
Friday, April 27th, 2012 7:44 pm

(This is a cross-post from my devlog on tumblr.)

This is a concept image for a procedurally-generated gas-giant-like planet in the game.

Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.

Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.”/>

This is a concept image for a procedurally-generated gas-giant-like planet in the game. You probably see this dude over on the left right now, too, but I wanted to talk briefly about it.


Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.


Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.

Designing time…

Posted by
Sunday, April 22nd, 2012 4:23 am

https://twitter.com/#!/juaxix/status/193774592815403008/photo/1

 

I created the char, the tiny world, the icon and the house with Photoshop, the rest is procedural, ships of the aliens, stars, asteroids, etc.

Pickle 1.0!

Posted by (twitter: @cadin)
Tuesday, February 21st, 2012 1:33 pm

(This is my last post about Pickle, I promise.)

Just wanted to let everyone know that Pickle 1.0 has been released!
Thanks to everyone who tried the alpha and helped with suggestions and feedback.

Try it out: www.pickleEditor.com

And be sure to let me know if you use it make anything cool.

Follow @pickleEditor for updates.

 

Change of plans… Will try to get better on the art side.

Posted by (twitter: @KarnakGames)
Friday, December 16th, 2011 4:04 pm

I posted earlier that was in for the Competition. Actually I want to change my plans a little: I’ll be part of this LD as an opportunity to improve my drawing and modeling skills.

I’m a full time game developer, and by developer I mean ONLY developer. I totally suck on the art side; I have the technical knowledge on Photoshop, Inkscape and Blender, but it stops there. When it comes down to creating something, oh please… run away.

I’m tired of only doing crap art. For that reason, I’ll stick on this LD and try to draw and/or model something minimally good for once.

And if there is still time by then, I may bake a game.

Graphics Levelled up!

Posted by (twitter: @frimkron)
Sunday, August 21st, 2011 1:21 pm

Excellent. I’ve replaced all my placeholder graphics now:

And it looks a damn sight prettier. I will now move on to sounds effects and then music. I don’t think I’ve ever managed to leave time for music during LD before, so this is a momentous occasion indeed. I’m going to hit sfxr for some placeholders and then see if I can record some sounds that don’t all sound like me hitting the mic on the desk…

Random Art Evolver

Posted by
Friday, September 10th, 2010 6:50 pm

Here is a little program I’ve been playing around with (inspired by the theme Evolution, which didn’t make it again):

Random Art Evolver

This program generates random images based on a code (which is shown at the bottom) and mutates them. When you click on one of the images, you’ll see it in full size at the right and all images will start to evolve from that point on. If none of those get any better, you can restart the same code by clicking on the large image.

Once you have found an image you want to use for something, you could capture the screen and save it somewhere as a bitmap, but the idea is to simply save the code and use a function to generate the image at any time.

The library is for haXe, it generates a BitmapData from a given String. It shouldn’t be too hard to port it to as3 as well.

Enjoy!

Graphics!

Posted by (twitter: @frimkron)
Sunday, December 13th, 2009 6:58 am

I’ve got my tilemap rendering with some placeholder graphics. Here’s a screenshot:

shot1

Busy busy busy…. back to coding!

Coming on slowly

Posted by
Sunday, April 19th, 2009 11:40 am

I’m at the stage now where I’m just mapping out the gameworld and populating it with words and people. It’s looking like I’ll finish in time, which I’m pleased about :)


Click to enlarge.

Diodontidae necandi ! graphics elements

Posted by
Saturday, April 18th, 2009 9:54 am

the brave Diodontidae will fight the polution in the Sea !

Advancing wall of ideas

Posted by
Saturday, April 18th, 2009 12:28 am

So I ended up staying awake on IRC till 4am to see what the theme was. Advancing wall of doom, eh? Well, I was rooting for Bosses, but at least this beats Rain. Nobody wanted rain.

(and by nobody I mean me)

So, after tossing about some dumb ideas I’m going to go for a platformer. Details are still emerging in my mind, and while they emerge, I draw tank tracks. Hooray!

It’s 9:30 now, I haven’t been to sleep, I’m not tired and I don’t have anything importatnt I gotta do today. These are I think excellent conditions! We’ll see how long I last…

Breakfast soon, once I get these things spinning.


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