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Jayenkai
Created : 30 March 2010
 
System : Mac

JNKPlat2010

It's coming again!

Another year, another JNKPlat.
This time I'm scrapping that 3D style. Waste of time, nobody liked it, not worth the hassle.

So, instead I'll use my lovely framework, and add nice particles, and other lovely things.

To start with, I'm grabbing all the old tiles, upping them from 8x8 (teensy) pixels to 64x64 (WOW!!), and then fiddling around with Paintshop Pro's easy to use Bevel and Shadow tools.

The result is quite nice, actually.

But which is better?

 

Comments


Tuesday, 30 March 2010, 03:35
JL235
The new ones are clearly much crisper. Some bits look far nicer, some tho feel as though they are loosing their retro charm.
Tuesday, 30 March 2010, 08:02
Jayenkai
I'm currently hoping that it won't be too hard to add a nice filtered grain effect over the top of the gameplay, 'cos..

Mmmmmm....



Click for MASSEEEEEV!
Tuesday, 30 March 2010, 16:36
steve_ancell
Jayenkai This time I'm scrapping that 3D style. Waste of time, nobody liked it, not worth the hassle.


Good man Jay, you know it makes sense !
Tuesday, 30 March 2010, 17:18
JL235
After some thought I think the bevels are good, especially on the blue ball. I think this is because it still has it's retro pixelated charm with a modern, clean and crisp overrall feel to it.

This is what you need to capture. Crisp, clean, smoothed, but obviously pixelated. The walls and ladder are not so obviously pixelated, that is why I like them less.
Wednesday, 31 March 2010, 06:33
Jayenkai
Indeed whether something is "many pixels" or "one entity" is something I'm currently struggling with.



If you look at the 3D edition, the ball is obviously many chunks, whereas Platdude, the Ladder and the Wall are entities..

If I take the "Everything is made of pixels" approach, we end up with this.



AARGGH!!!

As it is, I quite like the bricks the way they are. They're still representative of the original, but are made of the objects that original was made from.
The Ladders, though.
Dang, they're nasty.

I've been through the top-most 4 iterations, and have settled on the fourth.
The first is meh..
The second is ok, but a bit "too" bevelled
Third isn't bad, but I dislike how the right side looks different to the left side.. I'm very fussy.

Fourth kinda breaks the rules a bit, but I don't think it looks awful, and yet it still looks right.
Wednesday, 31 March 2010, 07:33
JL235
I think the difference in sides on the third is what makes it better then the fourth. It looks more natural, like more natural light.
Wednesday, 31 March 2010, 07:48
Jayenkai
To me, the struts look like they're behind the left .. um.. .. stick (!) but inexplicably not behind the right one.
And yet, if you try to darken the right side, the same as the left, the whole right side takes on a weird unnatural appearance.

It's quite difficult to get it right, but I'll keep on trying!

Today I've spent about 3 hours pissing about with AVG related stuff, and am only just getting around to actual JNKPlat work.
..
But only have about 2 hours before work.
fucksocks..
Wednesday, 31 March 2010, 08:30
Jayenkai
First ingame shot!!
(although I'm using a BG tile for Platdude, 'cos I've not redrawn him, yet!)



Loving the fluff. It's not much at all, just "noise" on white, but it's adding that little extra bit of texture that I wouldn't normally bother to add.

I'm definitely going to add a "Turn off the Fluff" option, though. Trying to draw 9 * 1024x1024 pixel images might not be all that great on an older system
But it really looks the part!

FuzzyFeltPlat!
Wednesday, 31 March 2010, 08:38
JL235
What fluff???
Wednesday, 31 March 2010, 09:05
Jayenkai
The very feint texture that's layered over the top. It's quiet feint, but it's noticeable enough ingame that it gives everything a nice textured look.
It's more noticeable when it's moving, but look at how the floorbar isn't just one plain colour all the way along.
Thursday, 01 April 2010, 08:39
Jayenkai
Ingame shot #2
Fluff increased for added noticability, zoom mode added, general walking, climbing, jumping done.

Platdude's gettin' his game on!!

Saturday, 03 April 2010, 06:56
Jayenkai

Monday, 05 April 2010, 09:41
Jayenkai

Monday, 05 April 2010, 11:08
steve_ancell
COOL !

How did you make the noise for the fluff ?
Monday, 05 April 2010, 14:52
Jayenkai
White image, Paintshop Pro's "Add Noise", which is basically random pixels, but without the pixels being TOO obvious..
Then the whole image is resized down, then back up again, with a regular smart-edge filter, which gives it a nice blurryness without disturbing the far reaches of the texture.
Tuesday, 06 April 2010, 08:30
Jayenkai


Same flame's I've been using a lot lately, but pixellated down to 4x4 pixel pixels, to give it nice pixelly flames! Seems to do the trick.
Tuesday, 06 April 2010, 20:01
Jayenkai

View on YouTube
Tuesday, 06 April 2010, 23:15
Afr0
I like the exploding balls!
Thursday, 08 April 2010, 05:22
Jayenkai
Some of the later elements from the DS release were Travellators, TNT and slightly darkened bricks that you could walk through.
They're all here, now!


Thursday, 08 April 2010, 07:32
Jayenkai


Finally started on the Level Editor.
Added zoom..
You can zoom out!

Slows the thing to buggery, trying to draw all that at once, (much better when zoomed in at a normal level!!) but that's about 80% of a huge 256x256 tile map!

Blimey!!

If you can tell, Platdude's stood near a sphere, in a small opening in the none-level!
Saturday, 10 April 2010, 03:18
Jayenkai
Spent ages trying to get a nice "Whii" whistly sound for the level start sound.
AGES!
About an hour fiddling about with Fruityloops and Cooledit, tweaking it here and there, to try and get it "just right"
..
Kept coming out very synthy, and not very good at all..

Gave up, grabbed RockStar Microphone, plugged it in, whistled, job done..
Monday, 12 April 2010, 05:20
Jayenkai
Getting there, slowly but surely.
The editor now saves to pack/level slots, and can load them, too.
Whilst in the little selection bobby, you can also tap the up and down keys to move levels up and down the pack. Kinda handy!

*phew*

Now adding a few more tiles, and getting everything ready for the Editor Version in the morning, then I get a week to build the menu system, and get the whole gameplay health/levels/scoring and things ready for the final release.
Only a week left to wait, and then you can all play it!
woot!
Friday, 16 April 2010, 08:26
Jayenkai
Slow progress making levels..
I think I've probably made 2, this week! And that sucks!
I really oughta be doing better than this.

Meanwhile, the menu's up and running, the editor's loading and saving larger levels PROPERLY, and everything seems to be coming together nicely.
Now I can sit back, relax, and await the levels packs.
!
Sunday, 18 April 2010, 10:41
Jayenkai
More little things being done, little by little.
Levels coming aling, menu tweaks, control options enhanced,things like that.

Hopefully all will be ready by Tuesday, and everyone will be happy with the result!
Monday, 19 April 2010, 09:24
Jayenkai


All is ready and waiting.
JNKPlat 2010, Tomorrow!

If you've already received the Level Editor, get your levels in, now!!