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 cell stage graphics?

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jaws2blood
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PostSubject: cell stage graphics?   Mon Aug 27, 2012 5:06 pm

The graphics for the cell stage will be textures on polygons, or will the graphics be 3d models viewed from the top? This is actually pretty important because one will take allot more to do than the other but will ready us for programming later 3d graphics. The other method can be done quicker and take less to run, but we'll have to stop programming and think for a while on how we'll approach programming the 3d graphics later.
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MeowMan1
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PostSubject: Re: cell stage graphics?   Mon Aug 27, 2012 7:22 pm

Good Point.
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~sciocont
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PostSubject: Re: cell stage graphics?   Mon Aug 27, 2012 7:54 pm

jaws2blood wrote:
The graphics for the cell stage will be textures on polygons, or will the graphics be 3d models viewed from the top? This is actually pretty important because one will take allot more to do than the other but will ready us for programming later 3d graphics. The other method can be done quicker and take less to run, but we'll have to stop programming and think for a while on how we'll approach programming the 3d graphics later.
For the initial release, do whatever is easiest, which would be 2D. It doesn't need to be any more complex than what I've shown in the Microbe Stage First Build Concept.

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ido66667
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PostSubject: Re: cell stage graphics?   Tue Aug 28, 2012 3:03 pm

~sciocont wrote:
jaws2blood wrote:
The graphics for the cell stage will be textures on polygons, or will the graphics be 3d models viewed from the top? This is actually pretty important because one will take allot more to do than the other but will ready us for programming later 3d graphics. The other method can be done quicker and take less to run, but we'll have to stop programming and think for a while on how we'll approach programming the 3d graphics later.
For the initial release, do whatever is easiest, which would be 2D. It doesn't need to be any more complex than what I've shown in the Microbe Stage First Build Concept.

Yeah, First let's make some working code, Than Talk about graphics.
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HellKnightDan
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PostSubject: Re: cell stage graphics?   Wed Oct 10, 2012 12:59 pm

It's really easy to say do the easiest, and for beta stages is fine but if you don't make clear how the game should look you can't program several things, from the cells in microbe stages to planets.
First of all you should determine what you are going to do and what do you need to do that, giving an enormous ammount of ideas is just going to make the game develop slower.

And the first thing to do is not the programing, it's the general concept and that includes visuals.

For the cell stage, 3d models are the best option. I don't really know how much people reading this know about game graphics, but doing it in 2D textures on planes is some kind of crazy. There are infinite movements a cell could do. That is better achieved with phisics and particles. Believe me.
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~sciocont
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PostSubject: Re: cell stage graphics?   Thu Oct 11, 2012 6:38 pm

HellKnightDan wrote:
It's really easy to say do the easiest, and for beta stages is fine but if you don't make clear how the game should look you can't program several things, from the cells in microbe stages to planets.
First of all you should determine what you are going to do and what do you need to do that, giving an enormous ammount of ideas is just going to make the game develop slower.

And the first thing to do is not the programing, it's the general concept and that includes visuals.

For the cell stage, 3d models are the best option. I don't really know how much people reading this know about game graphics, but doing it in 2D textures on planes is some kind of crazy. There are infinite movements a cell could do. That is better achieved with phisics and particles. Believe me.
I generally turn to the expertise of programmers on this. If you look at some of my concept art, I'd like the game to have a simple and realistic style, but I'm well aware of the limitations that we have, so right now my vision for the earliest phases is to be very simplistic graphically.

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HellKnightDan
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PostSubject: Re: cell stage graphics?   Thu Oct 11, 2012 7:35 pm

~sciocont wrote:
HellKnightDan wrote:
It's really easy to say do the easiest, and for beta stages is fine but if you don't make clear how the game should look you can't program several things, from the cells in microbe stages to planets.
First of all you should determine what you are going to do and what do you need to do that, giving an enormous ammount of ideas is just going to make the game develop slower.

And the first thing to do is not the programing, it's the general concept and that includes visuals.

For the cell stage, 3d models are the best option. I don't really know how much people reading this know about game graphics, but doing it in 2D textures on planes is some kind of crazy. There are infinite movements a cell could do. That is better achieved with phisics and particles. Believe me.
I generally turn to the expertise of programmers on this. If you look at some of my concept art, I'd like the game to have a simple and realistic style, but I'm well aware of the limitations that we have, so right now my vision for the earliest phases is to be very simplistic graphically.
But it's important to know if we are working in 3d or false 2D or 2D, you know what I mean? The code can vary a lot.
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~sciocont
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PostSubject: Re: cell stage graphics?   Thu Oct 11, 2012 10:02 pm

HellKnightDan wrote:
~sciocont wrote:
HellKnightDan wrote:
It's really easy to say do the easiest, and for beta stages is fine but if you don't make clear how the game should look you can't program several things, from the cells in microbe stages to planets.
First of all you should determine what you are going to do and what do you need to do that, giving an enormous ammount of ideas is just going to make the game develop slower.

And the first thing to do is not the programing, it's the general concept and that includes visuals.

For the cell stage, 3d models are the best option. I don't really know how much people reading this know about game graphics, but doing it in 2D textures on planes is some kind of crazy. There are infinite movements a cell could do. That is better achieved with phisics and particles. Believe me.
I generally turn to the expertise of programmers on this. If you look at some of my concept art, I'd like the game to have a simple and realistic style, but I'm well aware of the limitations that we have, so right now my vision for the earliest phases is to be very simplistic graphically.
But it's important to know if we are working in 3d or false 2D or 2D, you know what I mean? The code can vary a lot.
My suggestion has been primarily a 3d top-down with largely flat models moving on discrete planes. That's how I want Cell stage to work, sort of like little big planet or other games that are 3d side scrolling.

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HellKnightDan
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PostSubject: Re: cell stage graphics?   Fri Oct 12, 2012 3:27 am

~sciocont wrote:
HellKnightDan wrote:
~sciocont wrote:
HellKnightDan wrote:
It's really easy to say do the easiest, and for beta stages is fine but if you don't make clear how the game should look you can't program several things, from the cells in microbe stages to planets.
First of all you should determine what you are going to do and what do you need to do that, giving an enormous ammount of ideas is just going to make the game develop slower.

And the first thing to do is not the programing, it's the general concept and that includes visuals.

For the cell stage, 3d models are the best option. I don't really know how much people reading this know about game graphics, but doing it in 2D textures on planes is some kind of crazy. There are infinite movements a cell could do. That is better achieved with phisics and particles. Believe me.
I generally turn to the expertise of programmers on this. If you look at some of my concept art, I'd like the game to have a simple and realistic style, but I'm well aware of the limitations that we have, so right now my vision for the earliest phases is to be very simplistic graphically.
But it's important to know if we are working in 3d or false 2D or 2D, you know what I mean? The code can vary a lot.
My suggestion has been primarily a 3d top-down with largely flat models moving on discrete planes. That's how I want Cell stage to work, sort of like little big planet or other games that are 3d side scrolling.
I like that plan ^^, so what needs to be done by us who aren't programming?
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MeowMan1
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PostSubject: Re: cell stage graphics?   Sat Oct 13, 2012 9:36 am

Yes, what shall be our task?

btw sorry I haven't been on recently, schools given me a belgium load of home work.

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~sciocont
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PostSubject: Re: cell stage graphics?   Sat Oct 13, 2012 11:20 am

Right now, we can collect background textures, start some concept art of the visuals in cell stage.

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MeowMan1
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PostSubject: Re: cell stage graphics?   Sat Oct 13, 2012 11:48 am

Like get backgrounds from google?

Or make them ourselves, or both?
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~sciocont
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PostSubject: Re: cell stage graphics?   Sat Oct 13, 2012 11:53 am

The best option is to create them ourselves, since we don't want to deal with any content rights issues. Check out pictures of different surfaces under high(~400x) magnification and draw inspiration from there. Remember that our first surfaces will likely be stone and clay.

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NickTheNick
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PostSubject: Re: cell stage graphics?   Sat Oct 13, 2012 1:54 pm

Ok, if it's alright with you guys I will add this as a task to complete on the Microbe Stage Progress Report here.

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MeowMan1
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PostSubject: Re: cell stage graphics?   Sun Oct 14, 2012 10:30 am

It probably won't turn out very well, but I'll draw one.

Are there any requests for me?

If so please post them on this topic, and I shall draw them.
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HellKnightDan
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PostSubject: Re: cell stage graphics?   Sun Oct 14, 2012 11:29 am

MeowMan1 wrote:
It probably won't turn out very well, but I'll draw one.

Are there any requests for me?

If so please post them on this topic, and I shall draw them.
If you can do some prototype cells I can work on the damage interface, Is that fine for you?
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MeowMan1
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PostSubject: Re: cell stage graphics?   Mon Oct 15, 2012 6:04 pm

Sure, I'll look up a few pictures of cells, and draw some cells to the best of my abilities.

But again, don't expect a them to look proffesional.

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HellKnightDan
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PostSubject: Re: cell stage graphics?   Tue Oct 16, 2012 10:07 am

MeowMan1 wrote:
Sure, I'll look up a few pictures of cells, and draw some cells to the best of my abilities.

But again, don't expect a them to look proffesional.

^^ ok, but I'm sure they'll be more prefesional than those made by me
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MeowMan1
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PostSubject: Re: cell stage graphics?   Fri Oct 19, 2012 3:34 pm

My picture sucks more than I expected, as I cant draw in 3D well, I'll post it on here later today.
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HellKnightDan
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PostSubject: Re: cell stage graphics?   Mon Oct 22, 2012 9:55 am

MeowMan1 wrote:
My picture sucks more than I expected, as I cant draw in 3D well, I'll post it on here later today.
Take all the time you need, and sorry for taking too long to answer.
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decelis93
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PostSubject: Re: cell stage graphics?   Tue Oct 30, 2012 1:43 pm

I think I could do cells in 2D and 3D, they seem simple, Just tell me what you need and I will see what I can do.
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PostSubject: Re: cell stage graphics?   Tue Oct 30, 2012 4:45 pm

I've come up with an idea that could work for the cell stage models. It consists in making the cell model with all the organelles, being able to freely move inside the cellular wall, but, the organelle parts have no texture, making them invisible, until you devour one and the texture of the whole cell model changes to make the organelle visible. Or each organelle has it's own texture as well as an invisible one, so that if you "eat" the organelle it becomes visible.

decelis93 wrote:
I think I could do cells in 2D and 3D, they seem simple, Just tell me what you need and I will see what I can do.
doing cells in 2d and in 3d is a bit chaotic, because 2d cells have to be placed as 3d planes, whilst models are simply placed.
Besides, draw an animated cell, and not just one, al the posible ones, eg: the infinite organelle combination.

I think using spheres and a correct use of transparencies can make really good looking cells, as the cell itself wouln'd be just one model, each organelle has it's own model inside the cell.
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decelis93
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PostSubject: Re: cell stage graphics?   Wed Oct 31, 2012 11:09 am

Okay, so here is my 2D cell:
Spoiler:
 
I have another one, moving with undulation, but is hard to animate with photoshop, when is better lokking I will show it!
When I get it well with 2D, I will try to make them in 3D.
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HellKnightDan
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PostSubject: Re: cell stage graphics?   Wed Oct 31, 2012 11:19 am

decelis93 wrote:
Okay, so here is my 2D cell:
Spoiler:
 
I have another one, moving with undulation, but is hard to animate with photoshop, when is better lokking I will show it!
When I get it well with 2D, I will try to make them in 3D.
Looks cool, if you made intermediate frames, the animation would be smoother, but appart from that it looks great. It's an option in photoshop animation and it's really usefull.
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Thriving Cheese
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PostSubject: Re: cell stage graphics?   Mon Jan 07, 2013 4:00 pm

I'm working on some 3d cells with blender.

I've uploaded apicture of a micrbe template I made and I will soon uploud pictures of some of my new cells to

Spoiler:
 

does this loke like a good shape?


Last edited by Cheese of Dreams on Tue Jan 08, 2013 1:41 pm; edited 3 times in total
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