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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Smiles HD
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PoV
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Joined: 21 Aug 2005
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PostPosted: Sat Feb 21, 2009 1:54 am    Post subject: Development Log - Smiles HD Reply with quote

So begins the development of the HD (and PC/Mac/Linux) version of Smiles.

I've rebuilt the "texture atlas" for the Vegetables and Weather tilesets found in the game. This is a HUGE 2048x2048 texture with 16 tiles in it (8 normal, 8 iced).

The source art is roughly 320x320 inside that texture. The smallest I piece of original art is about 410x410, so it seems all I can fit Smiles in is 1080p HD. Oh darn! ;)

Here's a shot of the game running at 3x the iPhone resolution. 720p is less than this, and 1080p is a little less than 4x the iPhone res. I'm going to be a while before I have my aspect ratio management code ready, so resolution will have to do for now.

http://junk.mikekasprzak.com/PatternTrade/SmHD01.jpg

I still need to re-export the fonts, UI and such. I also need to enable anisotropic filtering, to smooth things out more (note the lit up corn is a little blocky).

More as it happens.
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Mike Kasprzak
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Edited by PoV on Sat Feb 21, 2009 3:31 am; edited 1 time
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PoV
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PostPosted: Sat Feb 21, 2009 2:37 am    Post subject: Reply with quote

http://junk.mikekasprzak.com/PatternTrade/SmHD02.jpg

Now to get Anisotropic filtering working.
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Mike Kasprzak
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PoV
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PostPosted: Sat Feb 21, 2009 3:31 am    Post subject: Reply with quote



( Or PNG version: http://junk.mikekasprzak.com/PatternTrade/SmHD03.png )

Tada. :D

The problem was I wasn't setting texture filtering correctly per texture. Was way off on the Anisotropic thang (completely unrelated). Seems all I needed was normal Trilinear Filtering. Now it's better. :D
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Mike Kasprzak
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Edited by PoV on Sat Feb 21, 2009 10:31 am; edited 1 time
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Sirocco
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PostPosted: Sat Feb 21, 2009 8:02 am    Post subject: Reply with quote

I find the shadowing behind the numbers to be particularly nice. Rather than doing each letter with a fixed offset for the shadow, it looks like you've stored the whole string as a texture then scaled it upward for the shadow.
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PoV
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PostPosted: Sat Feb 21, 2009 10:10 am    Post subject: Reply with quote

Glad you like it :). I have a normal font and an outline font. For the "Tony Hawk" effect, I draw one of each, and scale the outline font up a bit (105% or 110%... can't remember which). It's certainly a little more noticeable here when it's huge. :D
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Bean
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PostPosted: Sat Feb 21, 2009 3:45 pm    Post subject: Reply with quote

Looks great! I'm glad I won't have to play in a tiny window anymore :)


-Bean
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Madgarden
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Joined: 31 Aug 2005
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PostPosted: Tue Feb 24, 2009 7:14 pm    Post subject: Reply with quote

I still don't know how you're going to tilt one of those huge HD screens.
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Gil
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Joined: 14 Nov 2005
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PostPosted: Tue Feb 24, 2009 7:38 pm    Post subject: Reply with quote

Ship a cintiq with the game.

Solved.
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PoV
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PostPosted: Wed Feb 25, 2009 2:05 am    Post subject: Reply with quote

:)

I'll be making the game board in to a 9x9, and placing a pair of rotate buttons where the arrow is now.
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Mike Kasprzak
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