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« on: August 06, 2008, 01:00:07 PM » |
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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 See Upgrade Announcements
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PB163w8_Gouraud_AlphaBlendMult.jpg (14.06 KB, 404x317 - viewed 504 times.)
PB163w8_Gouraud_AlphaBlend_InvSub.jpg (34.25 KB, 606x476 - viewed 495 times.)
PB163w8_Gouraud_AlphaBlend_INVSUB_16bit.jpg (12.36 KB, 404x317 - viewed 472 times.)
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« Reply #1 on: August 06, 2008, 01:04:03 PM » |
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New Features Anti Aliased Line DRawing + Bilinear filtering during image scaling with Alpha Channel support.
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PB163w9_LineAA.jpg (63.45 KB, 808x634 - viewed 478 times.)
PB163w10_AAline_Tunnel2_Small.jpg (20.16 KB, 400x300 - viewed 465 times.)
PB163w10_ScaleImage_BilinearFilter.jpg (11.14 KB, 504x317 - viewed 445 times.)
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« Reply #2 on: August 06, 2008, 01:05:52 PM » |
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Various Sprite / Texture Mapper Changes.
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PB163w11_Bilinear_Filtered_Terrain.jpg (34.12 KB, 800x600 - viewed 490 times.)
PB163w11_Generic_Sprite_Defuse_Colour_Test.jpg (20.77 KB, 404x317 - viewed 479 times.)
PB163w12_Generic_TextureMapped_DefuseAndFilter_Test.jpg (22.12 KB, 800x600 - viewed 461 times.)
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« Reply #3 on: August 06, 2008, 01:09:18 PM » |
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More sprite engine features.
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PB163w12_FilteredDefuseSpriteWithAlphaChannel.jpg (35.31 KB, 800x600 - viewed 486 times.)
PB163w13_Compressed_Defuse_With_Alpha.jpg (27.48 KB, 404x317 - viewed 456 times.)
PB163w13_Compressed_Defuse_ColourMask_Or_With_Alpha.jpg (25.36 KB, 400x300 - viewed 803 times.)
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« Reply #4 on: August 06, 2008, 05:23:40 PM » |
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nice 
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« Reply #5 on: August 07, 2008, 01:48:21 PM » |
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PB163w13_BitmapFontsWithAlphaChannel.jpg (115.54 KB, 808x634 - viewed 445 times.)
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« Reply #6 on: August 11, 2008, 03:32:17 PM » |
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Tinted Sprites With Alpha ADD Blending.
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PB163w14_Tinted_Sprtes_With_AlphaADD_Blending.jpg (17.76 KB, 404x317 - viewed 1068 times.)
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« Reply #7 on: August 22, 2008, 10:05:24 PM » |
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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.
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PB163wRC2_TexelGouraudAdd_with_AlphaAdd.jpg (33.97 KB, 404x317 - viewed 1520 times.)
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« Reply #8 on: August 23, 2008, 02:13:36 AM » |
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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.
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PB163wRC2_TexelGouraudShade_with_AlphaAdd.jpg (39.21 KB, 404x317 - viewed 1490 times.)
PB163wRC3_Filtered_TextureQuad_With_AlphaAdd.jpg (26.58 KB, 404x317 - viewed 1505 times.)
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« Reply #9 on: August 29, 2008, 09:00:06 AM » |
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PlayBasic V1.63w Release Candidate #6
BlurImage has been updated in RC6, it's about 3 times faster now. Here's a piccy..
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PB163w_BlurImageUpdate.jpg (13.26 KB, 404x317 - viewed 503 times.)
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« Reply #10 on: August 29, 2008, 12:52:29 PM » |
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wow blurimage nice work!!
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« Reply #11 on: September 11, 2008, 04:04:05 PM » |
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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.
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PB164_Gouraud_Shaded_Lighting.jpg (32.33 KB, 404x317 - viewed 514 times.)
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« Reply #12 on: January 22, 2009, 06:42:03 AM » |
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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.
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PB164_Compressed_AlphaBitmap_With_Tint.jpg (53.89 KB, 606x476 - viewed 632 times.)
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« Reply #13 on: February 04, 2009, 10:06:38 AM » |
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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.
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PB164i6_CRF_32bit_Static_BackdropColour.jpg (171.76 KB, 808x634 - viewed 333 times.)
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« Reply #14 on: February 13, 2009, 07:53:18 AM » |
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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.
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PB164i10_Classic_Platformer_With_Parallax.jpg (71.96 KB, 808x634 - viewed 331 times.)
PB164i_PlatformerSceneWithOverLayShape.jpg (88.23 KB, 800x600 - viewed 342 times.)
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