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[Help-liquidwar6] Re: Help-liquidwar6 Digest, Vol 25, Issue 1 Feedback


From: Ian
Subject: [Help-liquidwar6] Re: Help-liquidwar6 Digest, Vol 25, Issue 1 Feedback
Date: Thu, 1 Oct 2009 14:02:48 -0700 (PDT)

Hello,
Responding to the difference between linear and nearest, I think I prefer one aspect of both:
-In Linear you can see a sort of "liquid" effect as the red fighters are moving down (seen in the middle of the board)
-In Nearest you get the desirable "pixel" effect which I found very appealing in LW5. It is easier to see each individual figher, even though you don't generally focus on any individual fighter during gameplay. This ability to see individual fighters is also good when the liquids are moving.
 
Unfortunately, I am unsure if the first point I mentioned for Linear actually has anything to do with the difference between these two systems.
 
I also wish to note that it might be more desirable to obliterate any "pixel" effect what-so-ever. If instead of seeing 1 or 2 fighters go from one location to another, you saw a [possibly very thin] stream of liquid, I think it would fit the theme "Liquid Wars" incredibly better. For example, if you just had 10 fighters fighters stretched along a 50 pixel line, instead of seeing 10 dots you would see a very thin line connecting them all. As they get closer together, perhaps their width would increase. One fighter, all by itself, might have a size of 3x3 pixels, or even 5x5 so that it could be stretched. If 5x5, that indicates that you could have 4 fighters stretched along a 100 pixel length and it would make physical sense (as the visible mass onscreen would remain the same). Past that, they would be drawn as individual fighters instead of a thinly connected line.
 
Just my thoughts,
chess123mate


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Sent: Thursday, October 1, 2009 11:00:34 AM
Subject: Help-liquidwar6 Digest, Vol 25, Issue 1

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Today's Topics:

  1. Little poll about look & feel (Christian Mauduit)
  2. Re: Little poll about look & feel (Kasper Hviid)


----------------------------------------------------------------------

Message: 1
Date: Wed, 30 Sep 2009 21:12:25 +0200 (CEST)
From: "Christian Mauduit" <address@hidden>
Subject: [Help-liquidwar6] Little poll about look & feel
To: "Main discussion list for Liquid War 6,    a unique multiplayer
    wargame" <address@hidden>
Message-ID: <address@hidden>
Content-Type: text/plain;charset=iso-8859-1

Hi,

Out of curiosity, which one do you prefer? Between those:

http://www.ufoot.org/tmp/liquidwar6/liquidwar6-screenshot-20090430-GL_LINEAR.png
http://www.ufoot.org/tmp/liquidwar6/liquidwar6-screenshot-20090430-GL_NEAREST.png

GL_LINEAR is the current LW6 implementation, GL_NEAREST does it the way
LW5 did, with no filtering/blending whatsoever.

Thanks in advance for your replies,

Christian.

--
Christian Mauduit <address@hidden> - http://www.ufoot.org/ ___ __/\__
Liquid War 6 - http://www.gnu.org/software/liquidwar6/    / _")\~ \~/
"Les amis de la vérité sont ceux qui la cherchent et non _/ /  /_ o_\
ceux qui se vantent de l'avoir trouvée" - Condorcet    (__/      \/





------------------------------

Message: 2
Date: Thu, 1 Oct 2009 17:41:33 +0200
From: Kasper Hviid <address@hidden>
Subject: Re: [Help-liquidwar6] Little poll about look & feel
To: "Main discussion list for Liquid War 6,    a unique multiplayer
    wargame" <address@hidden>
Message-ID:
    <address@hidden>
Content-Type: text/plain; charset=ISO-8859-1

2009/9/30 Christian Mauduit <address@hidden>:
> Hi,
>
> Out of curiosity, which one do you prefer? Between those:
>
> http://www.ufoot.org/tmp/liquidwar6/liquidwar6-screenshot-20090430-GL_LINEAR.png
> http://www.ufoot.org/tmp/liquidwar6/liquidwar6-screenshot-20090430-GL_NEAREST.png
>
> GL_LINEAR is the current LW6 implementation, GL_NEAREST does it the way
> LW5 did, with no filtering/blending whatsoever.

I think GL_LINIAR makes the fighters fit more natural with the level
graphic. An abstrakt level with sharp edges and large contour lines
might look good with GL_NEAREST, but most levels won't. If a level
tries to look like something physical, pixels just won't fit into it.

On the other hand, the fighters *are* pixels. Pixels moving around
have their own beauty, which I think is degraded by the smooth look of
GL_LINIAR. You no longer think of it as pixels. The rough pixel look
is spoiled, without being replaced with anything else.

A while back I asked if we could get the pixel look back. Now that I
have seen the two screenshots and compared them, my first throught was
that GL_LINEAR was the overall best choice. But my answer must be that
I don't know. It is a bit of a dilemma to me.

- Kasper




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End of Help-liquidwar6 Digest, Vol 25, Issue 1
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