StuffGEN - object maker, made with C2

Show us your works in progress and request feedback

Post » Sat Jan 24, 2015 8:54 am

Every update old one destroy. Higher refreshrate?
For me it is important that you want a realtime mirror update. It is a challenge for me to find a solution over events. I have an idea how it could work. Maybe i take some time for it. Your manual system is more difficult because of storage. Rohound did this part for you?
Playable games:
http://jamesxxxyz.newgrounds.com/
Newest: Blue and red arrows
Latest update: Blue and red arrows

What you want in C3?
viewtopic.php?f=146&t=122050

Youtube: https://www.youtube.com/channel/UCLE7Ml ... /playlists
B
11
S
4
Posts: 281
Reputation: 1,543

Post » Sat Jan 24, 2015 9:05 am

@JamesXXXYZ

Mirroring would basically involve adding an extra parameter for each shape, something like (MirroredWith) that stores the UID of the other shape.

That is quite easy (and only breaks the save file one more time I guess). The awkward part comes when we go into situations simpler than "Shape A is on the left, user moved it right". What happens if both shapes are selected? Do we somehow mark mirrored shapes, which one is the main one, etc.

Like I said I have an idea of how to do it, without any tricks, but just need to sort out the basics first.

JamesXXXYZ wrote:Your manual system is more difficult because of storage. Rohound did this part for you?


Not sure what you mean here? I'm using R0J0's excellent paster plugin and modified his outline FX, but he hasn't done any code or such for this project.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Sat Jan 24, 2015 4:11 pm

Another update.

Thanks to the new HSB color system we can push the brightness independently from saturation, which means rough flat colors:

Image

It only works at top brightness and, certainly, isn't a proper flat part solution, but gives a little more to work with. Also the GIF shows off the selection described in the previous post quite nicely.

I'm still trying to make it for a "this week" update, but undo just got broken somehow and there's still plenty of parts to (re)make. But it looks hopeful.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Sat Jan 24, 2015 4:16 pm

Awesome updates! Keep up the good work.
B
60
S
20
G
56
Posts: 1,077
Reputation: 35,941

Post » Sat Jan 24, 2015 6:28 pm

Great!!
B
59
S
20
G
14
Posts: 779
Reputation: 13,857

Post » Sun Jan 25, 2015 6:10 pm

Well, I didn't manage to finalize all the things that should be finalized, but I know you guys want to try a more recent version so here goes revision M: https://dl.dropboxusercontent.com/u/132 ... index.html

NOTE: This version breaks saves again - this is one reason I have kept all the older versions up for now.

Most things are similar... Some things are missing for now (but will be back), like the quick mirrors while holding shift. Some of the known issues are still present, like no opacity in renderings. But there's plenty new as well, let's see:
[New] You can load a guide image (probably try to stay under 2048x2048 - but could try more as a test - for me it crashes) - by clicking the bottom button under canvas editing one - when loaded you can use all the usual keys, when you are done that's it - you'll have to load again.
[New] You can move and resize the UI elements - just click the top panel.
[New] Tiny grid size that don't display a grid
[New] Info panel that shows your canvas size, grid size, active objects and for the future export size (for pixelly and huge stuff)
[Improved] Partially finished new neat 3D parts, laid framework for part set switching
[Improved] Cool new selection with Shaders
[Improved] Colors are now HSB - they grade better, no artifacts
[Improved] Somewhere under the hood things should be a little faster - also this is a base for action caching - so in theory we could slow it down on older machines and it would still be quite snappy

There's probably more I forgot - please feel free to share your thoughts. More stuff is coming, as usual.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Sun Jan 25, 2015 10:04 pm

While your being awesome, any update on a 'grouping' system that would let us group together parts for easy mass export to spriter?

I'm seriously thinking of using StuffGen to make some big multipart bosses in an upcoming project (think castlevania or gunstar heros). StuffGen is pretty close to the art style in the project (my existing assets are very colorful, minimal, and geometric).
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,187

Post » Mon Jan 26, 2015 7:21 am

TiAm wrote:While your being awesome, any update on a 'grouping' system that would let us group together parts for easy mass export to spriter?

I obviously keep track of all the ideas and have had some thoughts about this one - it could either be a little simpler - just assigning certain groups to parts or, more complex (argh, math, mine ancient foe! *hisses*) where you can manipulate them together.

It's all a question of resources - be it time, skills, inspiration or actual need to earn a living. I'm more and more thinking about trying kickstarter, so all these suggestions go onto the big list for the future (tiers?).

TiAm wrote:I'm seriously thinking of using StuffGen to make some big multipart bosses in an upcoming project (think castlevania or gunstar heros). StuffGen is pretty close to the art style in the project (my existing assets are very colorful, minimal, and geometric).

That sounds super-great - I'm sure despite there being preset parts an author's personal style would still shine through for fairly unique results, especially as the part set grows an (finally) we also get more part sets. I'm always excited to see things someone else manages to build.

Also Gunstar Heroes is the bomb.

One thing to keep in mind, though - all the way up to 1.0 (or would that be Z? Or 0.99?) the partset will change and the save system might change and so on. I do sequentially save these, so if anyone is like "you took version E down and I had half of my game done in that!" I'll be able to put it back up - but just a warning, either way :)
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

Post » Mon Jan 26, 2015 8:03 am

Somebody wrote:
TiAm wrote:While your being awesome, any update on a 'grouping' system that would let us group together parts for easy mass export to spriter?

I obviously keep track of all the ideas and have had some thoughts about this one - it could either be a little simpler - just assigning certain groups to parts or, more complex (argh, math, mine ancient foe! *hisses*) where you can manipulate them together.

It's all a question of resources - be it time, skills, inspiration or actual need to earn a living. I'm more and more thinking about trying kickstarter, so all these suggestions go onto the big list for the future (tiers?).


I'd totally go in for a StuffGen Kickstarter, and I doubt I'm the only one. I think it's easier to get apps/games on kickstarter than some other ventures, so you'd probably get right in.

Somebody wrote:
TiAm wrote:I'm seriously thinking of using StuffGen to make some big multipart bosses in an upcoming project (think castlevania or gunstar heros). StuffGen is pretty close to the art style in the project (my existing assets are very colorful, minimal, and geometric).

That sounds super-great - I'm sure despite there being preset parts an author's personal style would still shine through for fairly unique results, especially as the part set grows an (finally) we also get more part sets. I'm always excited to see things someone else manages to build.

Also Gunstar Heroes is the bomb.

One thing to keep in mind, though - all the way up to 1.0 (or would that be Z? Or 0.99?) the partset will change and the save system might change and so on. I do sequentially save these, so if anyone is like "you took version E down and I had half of my game done in that!" I'll be able to put it back up - but just a warning, either way :)


Thanks. I'd probably 'elaborate' in inkscape/gimp/krita, but overall I think it would be a great fit.

As to versioning, what about a shared dropbox/G-drive with all the versions? Just keep dropping in the new ones whenever you update.
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,187

Post » Mon Jan 26, 2015 10:15 am

TiAm wrote:As to versioning, what about a shared dropbox/G-drive with all the versions? Just keep dropping in the new ones whenever you update.


I'll look into this - have to clean things up a little and do some actual work work as well.

While we are here - forgot to mention some new features: You can now select related parts with more than just exact values (V key). Now there's "Same part" (P) and "Same Hue" (H) - sometimes useful.
B
19
S
6
G
6
Posts: 1,101
Reputation: 5,646

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: RedBlackSpade and 1 guest