Comments on: Cobalt Dev Video no 1 http://www.oxeyegames.com/460/ Creative Games Thu, 09 Nov 2017 01:04:27 +0100 http://wordpress.org/?v=2.8.4 hourly 1 By: admin http://www.oxeyegames.com/460/comment-page-1/#comment-45980 admin Tue, 31 May 2011 15:16:14 +0000 http://www.oxeyegames.com/?p=460#comment-45980 Its based on irrlicht, but we coded it outselves. Jeb_ is that guy you wanna ask about that =) /thewreck Its based on irrlicht, but we coded it outselves. Jeb_ is that guy you wanna ask about that =)

/thewreck

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By: glajan http://www.oxeyegames.com/460/comment-page-1/#comment-44460 glajan Thu, 19 May 2011 07:21:50 +0000 http://www.oxeyegames.com/?p=460#comment-44460 Nice work indeed! I am a bit interested in what GUI framework you have used for the editor. Have you written it your self? Nice work indeed!

I am a bit interested in what GUI framework you have used for the editor. Have you written it your self?

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By: admin http://www.oxeyegames.com/460/comment-page-1/#comment-25468 admin Mon, 22 Nov 2010 14:23:52 +0000 http://www.oxeyegames.com/?p=460#comment-25468 The graphical effect of the day/night cycle is a mish mash of color adjustments, shaders and lots and lots of small details. The color adjustments are applied to all layers, fading through 4 different time-dependent color sets (night, day, dusk, dawn). Each set describes things like, far horizon color, close horizon color, top sky color, middle sky color, bottom sky color, cloud color, fog color and so on. This, together with tweaking the effect of the lighting in the main game layer, and adjusting the all the lights shaders' intensities, the glow effects and so on, then creates a nice day and night effect. To know if it is day or night, we modeled a star system, with a central sun being the sun you can see in game, a bunch of planets and also distant stars. Depending on where on the planet a map is location, and in which direction the camera is setup to look, we calculate the location of the sun in relation to the map and thus approximate the time of day. The sun during the day, the planets and the stars during the night are then rendered using regular 3d to 2d projection. At about 6:00 in the video, you can see in the tile selector that some tiles have blue bold names, this indicates that they are actually tilesets. Most tilesets in the construction of buildings have a central horisontal tile, and 2 edge tiles. The editor looks for tiles of the same tileset when placing, by checking if there are any other tiles that match up close enough to the placed tile's corners. Because of this, we do not need a grid, and the tilesets can be placed in any rotation and scale, and still understand which piece is intended. To help with drawing in an free form drawn tilegrid, we have options for snapping to neighbours and aligning angles when drawing. Thanks for the kind words! /thewreck The graphical effect of the day/night cycle is a mish mash of color adjustments, shaders and lots and lots of small details. The color adjustments are applied to all layers, fading through 4 different time-dependent color sets (night, day, dusk, dawn). Each set describes things like, far horizon color, close horizon color, top sky color, middle sky color, bottom sky color, cloud color, fog color and so on. This, together with tweaking the effect of the lighting in the main game layer, and adjusting the all the lights shaders’ intensities, the glow effects and so on, then creates a nice day and night effect.

To know if it is day or night, we modeled a star system, with a central sun being the sun you can see in game, a bunch of planets and also distant stars. Depending on where on the planet a map is location, and in which direction the camera is setup to look, we calculate the location of the sun in relation to the map and thus approximate the time of day. The sun during the day, the planets and the stars during the night are then rendered using regular 3d to 2d projection.

At about 6:00 in the video, you can see in the tile selector that some tiles have blue bold names, this indicates that they are actually tilesets. Most tilesets in the construction of buildings have a central horisontal tile, and 2 edge tiles. The editor looks for tiles of the same tileset when placing, by checking if there are any other tiles that match up close enough to the placed tile’s corners. Because of this, we do not need a grid, and the tilesets can be placed in any rotation and scale, and still understand which piece is intended. To help with drawing in an free form drawn tilegrid, we have options for snapping to neighbours and aligning angles when drawing.

Thanks for the kind words!
/thewreck

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By: JW http://www.oxeyegames.com/460/comment-page-1/#comment-25400 JW Mon, 22 Nov 2010 02:11:14 +0000 http://www.oxeyegames.com/?p=460#comment-25400 This is completely inspiring. It looks like the editor is very versatile. I'm interested in hearing more about the lighting and day/night from a technical perspective. Also, in the editor I see that the left and right side tiles were added automatically when drawing some of the house tiles; is this a function of clicking and dragging or placed automatic based on having no adjacent tile? This is completely inspiring. It looks like the editor is very versatile. I’m interested in hearing more about the lighting and day/night from a technical perspective.

Also, in the editor I see that the left and right side tiles were added automatically when drawing some of the house tiles; is this a function of clicking and dragging or placed automatic based on having no adjacent tile?

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By: Man of The Sea http://www.oxeyegames.com/460/comment-page-1/#comment-24098 Man of The Sea Sat, 06 Nov 2010 20:37:42 +0000 http://www.oxeyegames.com/?p=460#comment-24098 Woah, that is one nice looking editor. Nice work guys. Woah, that is one nice looking editor.
Nice work guys.

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By: lupodw http://www.oxeyegames.com/460/comment-page-1/#comment-23799 lupodw Thu, 04 Nov 2010 19:00:15 +0000 http://www.oxeyegames.com/?p=460#comment-23799 great - just astonishing great – just astonishing

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By: Simon http://www.oxeyegames.com/460/comment-page-1/#comment-23549 Simon Tue, 02 Nov 2010 14:13:41 +0000 http://www.oxeyegames.com/?p=460#comment-23549 Uuuh, shiny ones! Very exciting! Uuuh, shiny ones! Very exciting!

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By: Geti http://www.oxeyegames.com/460/comment-page-1/#comment-23116 Geti Thu, 28 Oct 2010 10:21:36 +0000 http://www.oxeyegames.com/?p=460#comment-23116 Damn, this is looking amazing, I'm loving all the ambience. Damn, this is looking amazing, I’m loving all the ambience.

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By: admin http://www.oxeyegames.com/460/comment-page-1/#comment-23026 admin Wed, 27 Oct 2010 10:38:03 +0000 http://www.oxeyegames.com/?p=460#comment-23026 Thanks! Hopefully we'll get to testing soon, but it will be more like alpha then beta :) /Kinten Thanks!

Hopefully we’ll get to testing soon, but it will be more like alpha then beta :)

/Kinten

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By: Jesse http://www.oxeyegames.com/460/comment-page-1/#comment-22976 Jesse Tue, 26 Oct 2010 21:50:19 +0000 http://www.oxeyegames.com/?p=460#comment-22976 those time/weather settings are maybe the nicest I've seen in any game ever those time/weather settings are maybe the nicest I’ve seen in any game ever

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