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Bomb Explosion Issue (Graphics Issue)


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Posted

I am working on some misc. graphics and have known for a while that Discretion handled Alpha channels in PNGs for a while now, and thought I would 'port' the graphics I was making from Continuum to Discretion. I started with the Bomb, everything went well, but found that when the bomb exploded, the explosion animation was offset to the upper-left and not where the bomb made 'contact' with, in this case, the wall.

 

I know that you probably aren't even worrying about issues like this at this point. You probably have a lot of other things to do pertaining to your Discretion client then deal with stuff like this right now :D

I just thought I would bring it to your attention if you didn't already know about it already.

 

 

 

I don't know if you can tell what is going on in the screenshot, but the explosion should be right in the corner, but it is showing up on the outside of the wall.

 

DiscretionBombIssue.png

 

 

 

Anyways, yeah, I guess I'll just finish up the graphics and port them later...

 

.matt

Posted

It would be very useful for some specific purposes if the bomb graphic was rotated depending on its flying angle; for missiles or arrows kinds of graphics, for example.

Same for bullets, actually

Posted

those graphics look very sexy.

 

I believe the explosion location issue is fixed in the version on the svn, thanks for reporting it. Post your graphics when you finish and I'll confirm.

Posted (edited)

those graphics look very sexy.

 

I believe the explosion location issue is fixed in the version on the svn, thanks for reporting it. Post your graphics when you finish and I'll confirm.

 

I noticed that with my bullets, I have the same issue. If the issue might be fixed, then I probably don't need to be posting this stuff :(

 

BulletImpactAnimation.png

 

 

Just a quick question... Am I able to enter any current zones with discretion...? Besides the Dev one. I am too scared to try :) LOL

 

Am I able to get the new version...? I thought Discretion was self-updating. I can wait if that is not the case... :)

 

 

I can email you the bombs if you would like. I want to release all the graphics at once. So I don't really want to post them on the forums right now ;) PM me or something...

Edited by Diwa
Posted

Yeah Samapico is correct. Otherwise you would download my in-between versions that might not even compile or contain excessive debug information.

 

You can do single player or the development zone with discretion. Alternatively you can host your own zone and connect to that, although the server files are on the svn (should make a release for those at some point)

 

Yes the bullet issue should also be resolved (as well as the bomb-trail issue).

Posted

The only problem with that method is that bullets/bombs can go at any angle (after adding the player's motion to the projectile), so each discrete step is just an approximation to the real angle that's being traveled. The image you posted has 64 frames, so a missile traveling at 360/128 = 2.8 degrees will have to use a graphic either straight up or overly angled, and the movement won't exactly match what you might expect with the graphic.

 

Still, if you have enough discrete frames it may be good enough. This is probably a good idea.

Posted

As it stands right now in Subspace/Continuum/Discretion, there is a set of 10 frames to animate the bombs. Does that mean for every direction, you'll have to have a separate set of 10 frames...?

 

Would I need to render 640 frames just for the one bomb. Then do it again for the 4 different levels of bombs, and for the 3 different styles (regular/bounce/EMP) and the Thor...?

 

That's like 8320 frames just for the bombs alone...?

 

 

Maybe I mis-understood what is going on here :( LOL

Posted

No you're exactly right. That's one reason you don't see animated ships in continuum, (40 directions + roll) * #frames_in_animation * #ships = too much

 

Although in Discretion the number of frames in the animations are customizable in the settings, so don't feel forced to use exactly 10. It would be nice to have the capability to do some direction-based animations for at least some weapons/ships, others could have an 1 frame of animations (static images).

Posted

No you're exactly right. That's one reason you don't see animated ships in continuum, (40 directions + roll) * #frames_in_animation * #ships = too much

 

Although in Discretion the number of frames in the animations are customizable in the settings, so don't feel forced to use exactly 10. It would be nice to have the capability to do some direction-based animations for at least some weapons/ships, others could have an 1 frame of animations (static images).

Animated ships would be pretty sick though :( Navigation light flashing every now and then... **boner!**

 

I like the customizable animation lengths. I could probably cut my bomb animations to 5 frames ;)

 

I do like the idea of direction based animations also. It would be nice for things like a Thor's Hammer (which I imagined to be an actual missile of sorts).

Though, for bombs, I always Imagined them to be energy based weapons ('cause they don't ever seem to run out :) )

 

 

 

Why don't you just seperate each bomb type into its own sprite?

 

Splitting the bombs into diff. sprites it a nice idea. Like the way you can split the Ships into 'Ship1.png', 'Ship2.png', 'Ship3.png' and so on...

Posted

How about having the option to simply make a software rotation on the sprite depending on the angle?

This would be fine for most applications and would reduce by ~40 times the number of sprites; plus it could be done for ANY angle.

 

For most missiles type things, it would work great. It just wouldn't work if your graphics are isometric and not top-down.

 

With the current Continuum, such a thing would make ugly graphics because it doesn't have an alpha channel... but there are libraries that would make nice rotations with anti-aliasing and stuff. Though it would be a bit more cpu-hungry, but nothing today's computers can't handle.

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