It may not look like much but this shot means I'm able to successfully capture and reorient a previously rendered frame for use as a Texture.
The OpenGL and native iPhone coordinate systems don't agree with each other (even in the default orientation) nor do the native resolution and the target resolution of this game, making this a much bigger headache than anticipated.
Applying a mosaic transition should be a comparative cakewalk.
Implemented transitions today. So far I have a basic fade to and from black and the mosaic you see here.
Turns out just about all of my framework classes are leaking like a New England faucet left running on a harsh winter night. I'll need to tackle that before proceeding.
Fortunately I was able to record a quick mumbling video (standard disclaimer applies) without it crashing.
No point in commenting about the delay and lack of additional feedback, this video is solely to show off the actual transition, I haven't spent too much time on its effect on gameplay.
That said I have played with it a little bit and found that a longer duration makes the transition feel intentional and less like a rendering lag.
Oh, and I wrote an alternate version of the mosaic transition (not shown) that averages the colors of the upscaled pixels but it was hellaslow and lacked that quirky retro charm so I eighty-sixed it.
Not in the slightest! I was just curious as it's obvious you get a huge kick out of this stage of the process, that maybe the level design was less of a high. I guess it's a different kind of high.
6 Responses
Pro
Shaun Inman
It may not look like much but this shot means I'm able to successfully capture and reorient a previously rendered frame for use as a Texture.
The OpenGL and native iPhone coordinate systems don't agree with each other (even in the default orientation) nor do the native resolution and the target resolution of this game, making this a much bigger headache than anticipated.
Applying a mosaic transition should be a comparative cakewalk.
over 2 years ago
Pro
Abraham Vegh
I like how you make it all sound so deceptively easy. ;)
over 2 years ago
Rebound
Mid-mosaic
by Shaun Inman
Implemented transitions today. So far I have a basic fade to and from black and the mosaic you see here.
Turns out just about all of my framework classes are leaking like a New England faucet left running on a harsh winter night. I'll need to tackle that before proceeding.
Fortunately I was able to record a quick mumbling video (standard disclaimer applies) without it crashing.
No point in commenting about the delay and lack of additional feedback, this video is solely to show off the actual transition, I haven't spent too much time on its effect on gameplay.
That said I have played with it a little bit and found that a longer duration makes the transition feel intentional and less like a rendering lag.
Oh, and I wrote an alternate version of the mosaic transition (not shown) that averages the colors of the upscaled pixels but it was hellaslow and lacked that quirky retro charm so I eighty-sixed it.
over 2 years ago
Once you've nailed the architecture and framework for the game, how much of it comes down to level design?
Will that seem like a relieving breath of fresh air to be creating within the framework you've established, or will it be a bit mundane?
over 2 years ago
Pro
Shaun Inman
The creative process is never mundane. Photoshop is a framework for design. Do you find design to be mundane?
over 2 years ago
Not in the slightest! I was just curious as it's obvious you get a huge kick out of this stage of the process, that maybe the level design was less of a high. I guess it's a different kind of high.
I do find Photoshop to be mundane though.
over 2 years ago