http://www.viewizard.com/astromenace/am3.jpg
The stars part is pretty simple, just some particles, but how could i achieve this cloud-like-purple-blueish stuff in the background?
I thought about using canvases to generate some gradients but it would still not be very close to what i wanted.Ideas?
Making a good background for a space shooter
- substitute541
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Re: Making a good background for a space shooter
Image. Or some random heightmap generator.Dola wrote:http://www.viewizard.com/astromenace/am3.jpg
The stars part is pretty simple, just some particles, but how could i achieve this cloud-like-purple-blueish stuff in the background?
I thought about using canvases to generate some gradients but it would still not be very close to what i wanted.Ideas?
Currently designing themes for WordPress.
Sometimes lurks around the forum.
Sometimes lurks around the forum.
Re: Making a good background for a space shooter
I'm Using particleSystem for my RTS :
Last edited by Darky on Fri Nov 09, 2012 7:22 pm, edited 1 time in total.
http://darky-ben.fr/Xut my webcomic (french)
Re: Making a good background for a space shooter
If you want to predraw it you can use rendering filters in gimp. You find them in filter->render. There are some pretty nice effects in there.
Check out my blog on gamedev
- Roland_Yonaba
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Re: Making a good background for a space shooter
Really nice!Darky wrote:I'm Usig particleSystem for my RTS :
- kikito
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Re: Making a good background for a space shooter
You can find a way to make a decent stars background relatively cheaply here:
http://www.sea-of-memes.com/LetsCode4/LetsCode4.html
This technique is refined and expanded upon (with nebulae) here:
http://www.sea-of-memes.com/LetsCode10/LetsCode10.html
On this case, the nebulae are generated using simplex noise. This is feasible in LÖVE, using either ImageData, Canvases or a mixture of both. He's mapped them to an spheric map, but you don't need that because you are doing 2d, not 3d. What you need is to make sure that there are no discontinuities on your nebulae/clouds - they must have "soft edges".
http://www.sea-of-memes.com/LetsCode4/LetsCode4.html
This technique is refined and expanded upon (with nebulae) here:
http://www.sea-of-memes.com/LetsCode10/LetsCode10.html
On this case, the nebulae are generated using simplex noise. This is feasible in LÖVE, using either ImageData, Canvases or a mixture of both. He's mapped them to an spheric map, but you don't need that because you are doing 2d, not 3d. What you need is to make sure that there are no discontinuities on your nebulae/clouds - they must have "soft edges".
When I write def I mean function.
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