I've actually thought about doing something like that for a long time (or rather, I've thought "Man, the explosions in Wind Waker are awesome. I should so make something like that for my next game!"). Can't wait to see what you come up with!tentus wrote:I'm gonna try my hand at procedurally animating a Wind Waker style explosion: if you want to whip up some 2 color 64x64 alpha'd art resources I bet we could find one that would work. (See attached example I threw together).Ryne wrote:But Kikito, I'm not good enough . I am however, interested to see the results.
4KB Explosions Contest
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Re: * 4KB Explosions Contest *
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Re: 4KB Explosions Contest
Multiple submissions from the same person? yes/no?
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Re: 4KB Explosions Contest
Yes!TechnoCat wrote:Multiple submissions from the same person? yes/no?
When I write def I mean function.
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Re: * 4KB Explosions Contest *
If you can make the image even smaller by removing the alpha channel, just choose that green color and make it transparent in ImageData.tentus wrote:I'm gonna try my hand at procedurally animating a Wind Waker style explosion: if you want to whip up some 2 color 64x64 alpha'd art resources I bet we could find one that would work.
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Re: * 4KB Explosions Contest *
Actually, it'd raise the filesize by 95 bytes, with both of the images using the best PNG compression I can count on to be universally supported. Wouldn't that also cause aliasing problems?TechnoCat wrote:If you can make the image even smaller by removing the alpha channel, just choose that green color and make it transparent in ImageData.tentus wrote:I'm gonna try my hand at procedurally animating a Wind Waker style explosion: if you want to whip up some 2 color 64x64 alpha'd art resources I bet we could find one that would work.
I am interested in how you would code that, though, since I haven't done that in Love yet.
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Re: 4KB Explosions Contest
One pngcrush later...
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Re: 4KB Explosions Contest
PNG-8. Obvious jaggies, but much much smaller.
It is hard to tell if it is going to be under 4kb before you zip your explosion.
EDIT: oh crap, it blurred in the green.It is hard to tell if it is going to be under 4kb before you zip your explosion.
Last edited by TechnoCat on Tue Jan 11, 2011 6:12 pm, edited 1 time in total.
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Re: 4KB Explosions Contest
Mmm what about using a 16-color pallete?
Borders may require some code retouching, but the internal details are conserved ... and only 862 bytes!When I write def I mean function.
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Re: 4KB Explosions Contest
@thelinx: I've had nasty luck with PNGCRUSH, it used to crash Sauerbraten, a game engine I used to be very active with (this may be fixed now, I have no idea). Would you mind compressing the other one, for comparison's sake?
@kikito/Technocat: Bad aliasing drives me nuts. How would you do it in code, so I can see how the results turn out? Also, PNG-8 has some well-known gamma problems (http://hsivonen.iki.fi/png-gamma/). This might not be true within Love, but I still shy away from the format.
@kikito/Technocat: Bad aliasing drives me nuts. How would you do it in code, so I can see how the results turn out? Also, PNG-8 has some well-known gamma problems (http://hsivonen.iki.fi/png-gamma/). This might not be true within Love, but I still shy away from the format.
Last edited by tentus on Tue Jan 11, 2011 6:19 pm, edited 1 time in total.
Kurosuke needs beta testers
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Re: 4KB Explosions Contest
You can't have soft edges with no alpha channel.tentus wrote:@kikito/Technocat: Bad aliasing drives me nuts. How would you do it in code, so I can see how the results turn out? Also, PNG-8 has some well-known gamma problems (http://hsivonen.iki.fi/png-gamma/). This might not be true within Love, but I still shy away from the format.
But an easy way to turn green into transparent would be to use http://love2d.org/wiki/ImageData:mapPixel
Code: Select all
function pixelFunction(x, y, r, g, b, a)
if r==0 and g==255 and b==0 then
a = 0
end
return r, g, b, a
end
ImageData:mapPixel( pixelFunction )
Last edited by TechnoCat on Tue Jan 11, 2011 6:28 pm, edited 6 times in total.
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