UnderwareDesign
July 29, 2010, 06:45:05 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Meals Of The Dragon by Laskiapina (19,June,2010)
 
   Home   Help Login Register  
Pages: [1] 2 3
  Print  
Author Topic: PlayBasic V1.63w ->PlayBasic V1.64 (WIP) Gallery.  (Read 7154 times)
kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« on: August 06, 2008, 01:00:07 PM »

  PlayBasic V1.63 -> PlayBasic V1.64 Gallery

 The following pictures are of new functionality being added to PlayBasic during July->Aug 2008.     For more information, read the blog Smiley

 

 See Upgrade Announcements


* PB163w8_Gouraud_AlphaBlendMult.jpg (14.06 KB, 404x317 - viewed 400 times.)

* PB163w8_Gouraud_AlphaBlend_InvSub.jpg (34.25 KB, 606x476 - viewed 396 times.)

* PB163w8_Gouraud_AlphaBlend_INVSUB_16bit.jpg (12.36 KB, 404x317 - viewed 367 times.)
« Last Edit: April 07, 2009, 10:58:05 PM by kevin » Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #1 on: August 06, 2008, 01:04:03 PM »


 New Features Anti Aliased Line DRawing + Bilinear filtering during image scaling with Alpha Channel support.



* PB163w9_LineAA.jpg (63.45 KB, 808x634 - viewed 382 times.)

* PB163w10_AAline_Tunnel2_Small.jpg (20.16 KB, 400x300 - viewed 364 times.)

* PB163w10_ScaleImage_BilinearFilter.jpg (11.14 KB, 504x317 - viewed 350 times.)
Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #2 on: August 06, 2008, 01:05:52 PM »

 Various Sprite / Texture Mapper Changes.


* PB163w11_Bilinear_Filtered_Terrain.jpg (34.12 KB, 800x600 - viewed 394 times.)

* PB163w11_Generic_Sprite_Defuse_Colour_Test.jpg (20.77 KB, 404x317 - viewed 375 times.)

* PB163w12_Generic_TextureMapped_DefuseAndFilter_Test.jpg (22.12 KB, 800x600 - viewed 363 times.)
Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #3 on: August 06, 2008, 01:09:18 PM »


 More sprite engine features. 


* PB163w12_FilteredDefuseSpriteWithAlphaChannel.jpg (35.31 KB, 800x600 - viewed 390 times.)

* PB163w13_Compressed_Defuse_With_Alpha.jpg (27.48 KB, 404x317 - viewed 357 times.)

* PB163w13_Compressed_Defuse_ColourMask_Or_With_Alpha.jpg (25.36 KB, 400x300 - viewed 639 times.)
Logged

ATLUS
Sr. Member
****
Offline Offline

Posts: 321


WWW
« Reply #4 on: August 06, 2008, 05:23:40 PM »

nice Shocked
Logged

come back in summer 2011...
kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #5 on: August 07, 2008, 01:48:21 PM »


 Alpha Bitmap Font Library/Example


* PB163w13_BitmapFontsWithAlphaChannel.jpg (115.54 KB, 808x634 - viewed 351 times.)
« Last Edit: August 09, 2008, 11:23:10 AM by kevin » Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #6 on: August 11, 2008, 03:32:17 PM »


 Tinted Sprites With Alpha ADD Blending.


* PB163w14_Tinted_Sprtes_With_AlphaADD_Blending.jpg (17.76 KB, 404x317 - viewed 895 times.)
Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #7 on: August 22, 2008, 10:05:24 PM »

 PlayBasic V1.63w Release Candidate #2

    This version adds the combination gouraud modes into the texture mapper. Bellow is just the standard test sprite scene Texel level Gouraud Addition and output Alpha Addition.



* PB163wRC2_TexelGouraudAdd_with_AlphaAdd.jpg (33.97 KB, 404x317 - viewed 1314 times.)
« Last Edit: August 22, 2008, 10:10:29 PM by kevin » Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #8 on: August 23, 2008, 02:13:36 AM »

 PlayBasic V1.63w Release Candidate #2

    This shot shows the updated GouraudSHADE spirte draw mode.    Previously the shade routine would use special Intensity values at the sprites corners.  This is no longer supported.  The updated version uses the RGB values in the sprite corners.  This is lot more flexible and allows the sprite to shaded & colourized.   You can easily replicate the originally intensity behavior  by packing the Intensity level into an RGB value with the same level of R,G,B ie. RGB(Intensity,Intensity,Intensity). 
 
      Bellow is the standard test sprite scene showing texel level Gouraud Fade/Colourizre (with compression) and output Alpha Addition.


 PlayBasic V1.63w Release Candidate #3

     The second shot shows that TextureQuad can now using filter and respond to InkModes.




* PB163wRC2_TexelGouraudShade_with_AlphaAdd.jpg (39.21 KB, 404x317 - viewed 1296 times.)

* PB163wRC3_Filtered_TextureQuad_With_AlphaAdd.jpg (26.58 KB, 404x317 - viewed 1295 times.)
« Last Edit: August 25, 2008, 10:32:31 PM by kevin » Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #9 on: August 29, 2008, 09:00:06 AM »

 PlayBasic V1.63w Release Candidate #6

     BlurImage has been updated in RC6,  it's about 3 times faster now.   Here's a piccy..


* PB163w_BlurImageUpdate.jpg (13.26 KB, 404x317 - viewed 394 times.)
Logged

ATLUS
Sr. Member
****
Offline Offline

Posts: 321


WWW
« Reply #10 on: August 29, 2008, 12:52:29 PM »

wow blurimage nice work!!
Logged

come back in summer 2011...
kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #11 on: September 11, 2008, 04:04:05 PM »


 PlayBasic V1.64

     This piccy show how you can use PB1.64's  new Gouraud Shade sprite modes to create lighting effects for the backdrop.  The shadows and foreground sprites are simply filtered rectangles. 



* PB164_Gouraud_Shaded_Lighting.jpg (32.33 KB, 404x317 - viewed 396 times.)
Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #12 on: January 22, 2009, 06:42:03 AM »


 PlayBasic V1.64 - New Font Engine

    Bellow is a WIP picture of the new PlayBasic font engine, in this picture, the engine is demonstrating a compressed Tinted Alpha bitmap font.  The engine support alpha channel and real time tinting, so the bitmap can be coloured in and alpha blended in real time.

   


* PB164_Compressed_AlphaBitmap_With_Tint.jpg (53.89 KB, 606x476 - viewed 495 times.)
Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #13 on: February 04, 2009, 10:06:38 AM »

 PlayBasic V1.64 - Font BackDrop Colour

   The new font engine allows alpha blending text between with the destination buffer or a selected backdrop colour.  Here it's blending with a bright purple just to make it nice and obvious.

 


* PB164i6_CRF_32bit_Static_BackdropColour.jpg (171.76 KB, 808x634 - viewed 233 times.)
« Last Edit: February 04, 2009, 10:11:35 AM by kevin » Logged

kevin
Development Team
Administrator
Hero Member
*****
Offline Offline

Posts: 9341



WWW
« Reply #14 on: February 13, 2009, 07:53:18 AM »

 PlayBasic V1.64i  - Platform game revisited

    If you've downloaded PLayBasic 1.63 learning edition,  then you've probably seen the Platform Game demos that are included in the example pack.   Those demos are as old as the hills now, and don't really reflect PlayBasic 1.63, let alone 1.64 edition.   Which has a new graphics engine.

    At the moment, I've no real graphics to add to the demo so I'm just using a clouds from the Shadow of the beast and backdrop picture from the web as place holders.   In the backdrop the clouds are cross fading with the backdrop and the piccy is spinning.   Other changes are the sprites now use the tinting feature to colour them in real time (randomly) and it's running in bigger screen.   



* PB164i10_Classic_Platformer_With_Parallax.jpg (71.96 KB, 808x634 - viewed 239 times.)

* PB164i_PlatformerSceneWithOverLayShape.jpg (88.23 KB, 800x600 - viewed 242 times.)
« Last Edit: February 18, 2009, 07:18:11 AM by kevin » Logged

Pages: [1] 2 3
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!