icexuck | Oct 09, 2012 12:54 pm |
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Subject: PCX format > PNG format Hi there, I'm new to this community here, but i have some ideas and maybe even some extra time to do some upgrading of graphics. I know you all are trying to get a stable and exact remake of the original, but i would like to look further and 'upgrade' the game's graphics (which ofcourse already are (still) quite brilliant). I saw the used image format is PCX, and as far as i know, this only uses the 0-color (purple) for transparency.\ This means you can't do gradual transparency, like in the PNG format for example. Is there maybe some way to change PCX to PNG? I do have quite some idea's about what you can do with this. PS. if i have time i will make a graphic-design mockup of how i think the game could/should be improved graphically. |
beko | Oct 09, 2012 1:34 pm |
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Subject: Re: PCX format > PNG format > Is there maybe some way to change PCX to PNG? As of speaking of the image data: There is. The render data is still around and the Gimp source files as well. As of speaking of maxr: We know about SDL_image but we didn't add this (yet). There are various reasons, iirc. First of all we got a working PCX class right from the beginning. Next is that the unit "shadows" are separated in own files. We inherited it like this and didn't waste time on changing it. So PCX was simply sufficient. There is also the issue with another dependency in the source that we didn't want (yet) due the new layer of complexity to make this work on all operating systems. I don't recall what this was exactly but it was going to be a lot of work so we focused on the game itself. > I do have quite some idea's about what you can do with this. No time. I won't do much on this in the future since we're busy fixing bugs and adding features that are still missing. You may do? > PS. if i have time i will make a graphic-design mockup of how i think the game could/should be improved graphically. You lost me on that. A.. what? Is that something real or just manager stuff? Well we certainly don't need a flow chart. We need coders, sound artists and mayhap another 2D/3D artist. |
icexuck | Oct 09, 2012 1:57 pm |
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Subject: Re: PCX format > PNG format Hi Beko, Thanks for the quick reply. So basically PCX is supported from the beginning and simplifies the multi-platform compatibility. Those are good arguments i think, although i still think you can do so much more (graphically) with the PNG format than the current PCX. Bug-fixing and adding features is off course priority, so please continue. I know little about programming unfortunately (mostly only HTML/CSS and a bit PHP, Java and Basic) Can you maybe help me get on the way to try and get PNG to work? Or maybe you know whom i should ask. A mockup is (as far as i know) a game-designer word, which means: a rough sketch/design how something should look and/or play. This can be a simple artwork, but it can also be a partially playable part of the game. I meant a design of the game and GUI with better/improved effects/looks that i think should be improved. I have quite some design experience, also with strategy games, maps and units (worked on the Spring RTS project, mostly mapping and GUI design) and i also happen to like sounddesign. ![]() |
beko | Oct 09, 2012 2:02 pm |
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Subject: Re: PCX format > PNG format Meh thinks I get the idea. Slowly. Well, it won't hurt. I'm willing to look at what you might come up with. Just don't be disappointed if I don't jump ![]() |
icexuck | Oct 09, 2012 2:15 pm |
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Subject: Re: PCX format > PNG format I will try to convince you. ![]() I have been walking around with ideas about MAX and other turn-based strategy games and other platforms for quite some time now. Been sketching and thinking about it a lot, so i'll try to get that all-in-one design/mockup for you to see if there's anything interesting. PS. the seperate shadowing PCX is shifted per building/unit, which probalbly do offer more flexibility (larger shadows than 128x128px) But the shadows could stay the same, it's probably already enough if units/buildings/effects/weapons can start using the PNG format. |
Eiko | Oct 10, 2012 12:01 pm |
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Subject: Re: PCX format > PNG format I think it is only a matter of time, until we get a new graphic format. We still have some graphic issues because of the limitation of pcx. But as beko said, priorities are on other topics, at least until release 0.3.0. |
icexuck | Oct 10, 2012 1:33 pm |
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Subject: Re: PCX format > PNG format And the PCX graphics also have that special charme/magic around it! ![]() |
Sal | Oct 10, 2012 1:54 pm |
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Subject: Re: PCX format > PNG format Quote by Eiko:
rls 0.3.0! Now that sounds sexy. Sexy as a woman that knows what she wants. With that aura right above her soft milky skin, demanding pleasure at any cost... I hope I can also help in some way, in the next feew weeks ! |
beko | Oct 10, 2012 4:12 pm |
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Subject: Re: PCX format > PNG format Distracting is NOT helping, Sal ![]() |
Sal | Oct 10, 2012 8:28 pm |
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Subject: Re: PCX format > PNG format What? me? Don't get me started ... ![]() |