tulamide's Forum Posts

  • Thank you both! And shinkan, I'll try to get my ass moving. Hopefully won't take another year to upload a song

  • Hey, thanks Jayjay! I always love feedback, and positive one is even better

  • Hi everyone,

    those who know me might want to listen to a new piece of music I uploaded on youtube. I'm still so awfully slow. I have billions of songs, but all the work to convert them to videos is so boring

    Machine on YouTube

  • From a quick look I saw that your sprite's hotspot is way off. Open the picture editor, select hotspot and press 5 on the num keypad to center the hotspot over your sprite. Confirm the change when closing the picture editor, then try again.

  • Yeah. Short preview will be better. Are you doing music on request? Can I talk to you here or in private messages?

    PM me, that's fine.

  • Hey newt,

    thanks a lot for liking the stuff on soundcloud. I don't publish much there, mainly using it for official remix contests I'm taking part of.

    The voice is not my voice (I wish it were!). What if I told you that it's actually from a tts software, where I just entered the text and saved the output? With a little bit mixing magic afterwards in my preferred DAW, this is the result

    But the voiceover hint is still a good one. A friend of mine works as a voice talent in his spare time, did take part in some german synchronisations of animation films like Kung Fu Panda. He also works with a friend who is from the US. I will think about a way to get both onboard.

  • I understand your issue, but I have to somehow protect my work.

    Previously I made previews that were excerpts from the songs (not more than a minute). This time I thought it could be an advantage to be able to listen to the whole song, so I watermarked it. The whole song without any protection would be easy to record, so that's not going to happen.

    But for future songs I will go back to the short but not watermarked previews. Thank you for pointing that out!

  • Assassin — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-music/assassin-1163

    <p>The orchestra sneaks in and suddenly attacks you with all of its power!</p><p>24-bit wave file for best quality.</p>

    Use this topic to leave comments, ask questions and talk about Assassin

  • Hi all,

    you have the chance to get 1 of 3 redeem codes for Angels, a wonderful uplifting song dedicated to our everyday angels.

    To win, just post here why you could be considered an everyday angel. I will choose the three winners on July 31, based on how impressed I am (be it a heart-breaking story or the greatest laughter ever - just be honest). Don't wait and get Angels for being an angel

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  • I'm not actually sure to what extent this is really true, when it comes to memory use. OpenGL specifies non-power-of-two support in terms of rendering behavior, and AFAIK it's perfectly spec-compliant for a GPU to actually allocate a power-of-two texture, paste in a non-power-of-two image, remember the size of the image, then act as if the texture was really that size (such as by calculating texture co-ordinates relative to the image size instead of the surface size). So I don't know if "NPOT support" actually always translates in to "memory efficient NPOT textures". On top of that mobile GPUs tend to be simpler/more limited so do have NPOT limitations, and I think the square power-of-two limitation does still apply on some hardware as well. Even if non-square power of two-edges is supported, it's still hard to tell that's not using an in-memory power-of-two surface without knowing what the driver is doing.

    I understand quite well that regarding C2 it is better to trust on a known working way that is true for all platforms/gpus. It's a shame that gpu vendors don't publish inner workings. I tried to find something about it to no avail.

    However, the oldest graphic card I can talk of is the GTX 460. It is almost 5 years old. From tests I made I know that it supports non-squared POTs natively. No memory is wasted. Assuming that NVidea wouldn't change the driver's behaviour to the worst for newer cards, at least non-squared POTs are supported for all NVidea GPUs in the last 5 years. I then just assumed that AMD and Intel wouldn't want to fall behind.

    The rendering support is a strong argument. Indeed you can't tell if supporting them does also mean storing them memory efficient.

  • The texture size is always a power of 2. Even a thin line of 400 x 1 pixel becomes a texture of 512 x 512 pixels.

    That's not quite right. Yes, on older graphics cards the texture size is padded to a power of two. But they are not forced squared. So, in your example, the 400x1 pixel line would become a 512x1 texture.

    For older graphics cards, 32x64, 128x8, 16x1024 are all valid formats that won't be padded, but taken as is. (Just a few examples)

    Modern graphics cards don't have any of these restrictions anymore. They deal with non-power-of-two textures natively, and graphic languages like OpenGL (which WebGL is based on) also support NPOT textures. WebGL's only limitation is that mipmapping and wrapping is not supported for NPOT textures. (See https://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences#Non-Power_of_Two_Texture_Support)

  • Well, if it were just about using pictures, I wouldn't have asked. No, I meant, if it would be worth the effort to do, what is described in the video (and used in the game that I referenced). Creating 3D-assets with that technique, that are then "baked" (I think that's the term used for it), and made into 2D-sprites/objects, including normalmaps or similar to create an interactive response to lighting/shadowing, etc.

    I was wondering, because my first thought was: "I would never be brave enough to face that challenge." It seems to just take too much time, not to speak about the money to be invested in software/manpower, etc.

  • Found this open letter of a well known game studio that started out as a very small indie project. An open letter to our PC fans

    After reading about the difficulties and the time needed, all I thought of was: "Never heard of Construct 2"? Seriously, until today I didn't find anything in the series that they couldn't have realized with C2. Minus their issues.

  • Here are example images of a 2D game using photorealistic assets:

    http://www.realworldracing.com/perch/resources/rwr_shot_03-1-w1280h720.jpg

    http://www.realworldracing.com/perch/resources/rwr_shot_19-1-w1280h720.jpg

    http://www.realworldracing.com/perch/resources/rwr_shot_01-1-w1280h720.jpg

    Don't be shy

    Tell me your opinions about such efforts and expenses. Worth it in a 2D game?

  • Saw this interesting video:

    Is this of interest in 2D games also? And if so, would anyone dare to try it, or do you think it's beyond your capabilities (time-wise)?