Jump to content

Search the Community

Showing results for tags 'process'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 4 results

  1. Hi everyone I read this about gltf : https://pissang.github.io/qtek-model-viewer/ and test it with "Adam head " : https://sketchfab.com/features/gltf The render system is the same than Sketchfab for post processes. It's really cool because when there is no animations, the engine calculate step by step a better render quality. Post processes like ambiant occlusion look really great and not drop fps. This allow us to run scene with 60fps with animation and to return a beautiful image when all meshes are fixe. All post processes and shadows seem to be calculate with a rough noise at the beginning and with more precision at the end. ( It's look like a trick to get more performance ...) So, I open this post to discuss about that and to see if it will be a great idea to add it in Babylon What do you think ? Have a nice day ! PS : I ask this because I'm working on this :
  2. Hi everyone, I'm starting to work on a new game that will be open-source with a blog component sort of coupled together with the game, and I was wondering if people take similar approaches to developing games as they do more general software. With games (in this case an adventure-RPG platformer), there's a ton of stuff that needs to be done, such as: Plot development Character profiles and world design Making actual assets such as sprites, tilesheets, and (although I think this can be added last) music & sfx Designing special gameplay mechanics (which I think can be inspired by aspects of the plot, ie: cool items that give you powers that make align with the context of the story) Implementing basic gameplay stuff, ie: maps, preloading, physics, menus, inventory system, tilesheets, world travelling, etc. (MADE WAY EASIER by awesome frameworks such as Phaser ) Implementing the special gameplay mechanics There's certainly more than what I listed above, but the point is there's a lot to do. While a waterfall development approach would work, wherein you do everything step by step ordering stuff by what depends on what, I've found in past experiences that it's pretty easy to get bogged down in this approach. There's a good chance that this is because my favourite (and I'm guessing a lot of your favourites as well) part of the whole process is the development. That's why I've been thinking that a more agile workflow might be a good way to keep yourself engaged with your own project (instead of jumping around from new project to new project, without really getting much done). An example of this might look like: Not 100% sure what the entire plot is yet, but I know what the main character should look like The MC is going to need to walk around in a 2D sidescroller environment, let's code that w/ some dummy sprite Alright! Working well with a dummy sprite, time to animate a decent sprite of our character (3 weeks later) Phew, those 20 frames were tough, but we've got it! Look how awesome that MC looks!! And you continue to sort of compartmentalize different parts to keep up your velocity. As I'm writing this I'm starting to realize it might be kind of nuts to go it alone. Maybe I should rename this thread to "anyone wanna collab..?" TL/DR: What design-development approaches have you taken when creating a game? How did they work out? How have you kept yourself organized & engaged while creating a solo project with many components?
  3. Has anyone already tried to make pixelated graphics from a scalable vector (svg) source? I use Inkscape, and I think working with scalable vectors in inkscape is easier than pushing pixels on a raster graphics editor like gimp, because vectors are more easily reusable and easier to change. However, Inkscape always does anti-aliasing when scaling down, which makes art intended to be pixelated look real bad when exported to png (I don't know about Corel Drawn or Adobe Illustrator, I have never used them). I made a bash script (shell script, if you prefer), which I'm attaching to this thread, that uses inkscape to convert an svg file to a scaled up png, and then scale it down with image magick. The result looks better than the file exported directly in low resolution from inkscape, and is easy to fix the remaining issues with gimp (unfortunately, I couldn't get rid of it yet). I have attached also an example svg, with a comparison of what inkscape usually spits out (1), what image spits out when downscaling an upscaled exported image (2) and a fixed up version (3). I have put also the scaled up png. Using this process to achieve the desired result (making pixel art out of vector graphics) is one option, but certainly it is not an optimal process, nor very practical (you should run the script and make the manual fixes every time you change your svg). Does any one know of a better process, that does not involve don't using scalable vectors? Maybe there is an inkscape extension of some sort that exports the png without doing anti-aliasing. Inkscape 0.91 (the upcoming release) will be completely replacing libnr (it's current render engine, developed by themselves) for libcairo (a much more mature and widely used renderer), and it seems cairo allows to disable anti-aliasing when up/down scaling things. But I don't know if inkscape itself will allow to turn anti-aliasing on/off when exporting to png. I remember that, on Windows XP, MS Paint used to let you create curved lines which where not anti-aliased. First you traced the straight line, then you curved it (and after it became normal graphics, which could be edited only like normal raster graphics). I think a vector graphics editor that could display and export graphics in that pixelated way would be very useful in some scenarios. If anyone wants to try my script, just unzip it, and run #svg2pixelart.sh some_svg_file.svg; Unfortunately, it will run on linux only (or maybe on OS X and BSDs also). EDIT: The image is intended to be a 16x16px mushroom, like a super mario mushroom. mushroom.zip svg2pixelart.zip
  4. Hi all, I've started a video blog where I put all the big design questions in front of the public and basically crowdsource it. I'm curious to see what your thoughts on it are. Link to video: https://www.youtube.com/watch?v=rPKl7m1qHqE (Figured it was okay to post on the forums as I'll be using Phaser to develop it)
  • Create New...