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MC2 Graphics Discussion - Page 2

#11 2020-06-22 19:13:59
Now got them demo to where you can import your own .vpp files onto the canvas, and click on existing models to rotate them.

Getting the models to properly rotate on their center axis was way harder than I expected.
Owner of Ape Apps
#12 2020-06-25 09:03:31
@bastecklein
I actually want to ask about something long ago when I am drawing the demo voxel Ore Refinery.
What if, the object is rectangular?

Meanwhile, can we have upscaled size per tile? @Wubman and me are suggesting 16Ă—16.

Also, how tall will be colonists, in terms of standard voxel unit?
A mad colonist, a mad forum dude and a mad amateur substandard artist.
đźš©Assembling all creative ideas!
Edited by GeneralWadaling on 2020-06-25 10:15:14
#13 2020-06-25 13:14:29
GeneralWadaling said:@bastecklein
I actually want to ask about something long ago when I am drawing the demo voxel Ore Refinery.
What if, the object is rectangular?

Meanwhile, can we have upscaled size per tile? @Wubman and me are suggesting 16Ă—16.

Also, how tall will be colonists, in terms of standard voxel unit?


Sure we can go with 16x16 tiles, that's no problem.

I don't know the size of the colonists exactly, I guess once there is a decent colonist model we will know, lol. I'll try to play around with one.

I was thinking of rectangle sized buildings, and considering that maybe using squares for everything is better, because it allows the player to rotate any building after the fact, even if it is surrounded by a road. Or rather I should say square sized property lots. So the building could be whatever shape, but maybe there is some extra landscaping on the property that takes up some of the empty space, some concrete on the ground, whatever. A little sidewalk or a light or something in the corner.

I am just considering that everybody always wants to rotate their buildings, and maybe even more so now that they will all be in 3d and be available at any angle. It would be nice if everything was "rotatable" even after it was placed, and not just the square buildings.
Owner of Ape Apps
#14 2020-06-25 13:17:24
That got me thinking that perhaps when we are designing buildings, we should designate the bottom row of pixels as a concrete foundation, if a foundation is appropriate. I am thinking of the building being sat next to a road, if the road has any elevation to it then it would make the building look depressed into the ground.
Owner of Ape Apps
#15 2020-06-29 07:18:37
@bastecklein

For some storage buildings like raw material depots, can we have variations to show how full it is? (3 sprites should be enough - >0%, >50%, >90%, in terms of one major type of resource).
A mad colonist, a mad forum dude and a mad amateur substandard artist.
đźš©Assembling all creative ideas!
Edited by GeneralWadaling on 2020-06-29 07:19:06
#16 2020-06-29 07:20:33
I plan doing 16Ă—16 per tile.
This would be a sample lander if the tiles are that large.
A mad colonist, a mad forum dude and a mad amateur substandard artist.
đźš©Assembling all creative ideas!
#17 2020-06-29 12:08:31
@GeneralWadaling different images for different states should be possible on buildings, I don't see why not.

I just thought of something for building design to keep in mind, in terms of engine performance, I believe a voxel model that is filled in will actually perform better VS one that is hollow inside. The reason being, is when the loader compiles the model, if it is hollow it will create inside walls for the building, whereas a building that is filled in will not. If that makes sense.

I don't know what the actual performance impact would be, but it could be noticeable on a lower end device once there are a lot of buildings on the screen at once. I haven't done any testing on this though.
Owner of Ape Apps
#18 2020-06-30 05:40:15
Personally I would use blender, and just make all the assets low poly, rather than spending hours learning how to make detailed models. That way we can have the best of both worlds.
#19 2020-07-04 12:38:40
What kind of special buildings do you plan to have in MC2 that are not in MC1, @bastecklein?

A rough description would be enough. (>ω•)




I was thinking about faction exclusive buildings... No factions are confirmed so far though, I might have gone a bit too far for this one.

And I was thinking some sort of expandition outpost to extend... Construction range?

Maybe the wildlife stuff such as a rock-worm (some sort of sandworm) hole?
Old era rover husks?
Or even native villages?
A mad colonist, a mad forum dude and a mad amateur substandard artist.
đźš©Assembling all creative ideas!
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Ape Apps is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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