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 Post subject: Re: Papilio [v0.5.2 EARLY ACCESS + v0.3.7 Updated Free Demo]
PostPosted: Tue Mar 15, 2016 1:48 pm 


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Location: ND, USA
So happy about this. :)
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 Post subject: Re: Papilio [v0.5.2 EARLY ACCESS + v0.3.7 Updated Free Demo]
PostPosted: Sun Mar 27, 2016 1:35 am 


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Very very cool you're back on this! New shots look freakin' great. :mrgreen:
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 Post subject: Re: Papilio [v0.5.2 EARLY ACCESS + v0.3.7 Updated Free Demo]
PostPosted: Mon Apr 04, 2016 6:06 pm 


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Joined: 18 Jan 2010
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Location: Frying over a jungle and saving the nature
Thanks guys. It's been a rough 8 months so far. Bought a new laptop so I can continue working on the game while at work (currently waiter/cashier/janitor at a buddy's restaurant, either working on Papilio, digital painting or gaming during downtime).

More junk:

Image

Stages 5 and 6 are on the way.
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 Post subject: Re: Papilio [v0.5.2 EARLY ACCESS + v0.3.7 Updated Free Demo]
PostPosted: Mon Apr 04, 2016 8:37 pm 


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yay! keep up the good work!
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 Post subject: Re: Papilio [v0.5.2 EARLY ACCESS + v0.3.7 Updated Free Demo]
PostPosted: Tue Apr 05, 2016 9:39 am 


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Joined: 18 Feb 2011
Posts: 4520
Location: Denmarku
Wow, 5 years since I posted in this thread. Had all but forgotten about this game. Can't wait to see where it has gone since then. :)


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 Post subject: Re: Papilio [v0.8 in progress]
PostPosted: Sat Apr 09, 2016 3:01 pm 


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Location: Frying over a jungle and saving the nature
Working on polishing and correcting camera movement and events in stages 5-7 before beginning work on enemy design and placement.
Image Image Image

Stage 7's background still needs coding work.

I also managed to fix a strange bug in Stage 4 that displayed the furthermost layer of the background from Stage 2's boss fight instead of a black void for some reason, which also caused it to overlap the pulsating crystal wall background. Turns out background indices seem to have an integer equivalent.

Currently working on redrawing several level tiles for seamless display. The way D3D handles GM:S's tile drawing requires me to treat each block as a texel and include bleeds at the edges, or seams will appear like they now do in stage 4. I wonder if any of the other GMS users here (Rozyrg, BPzeBanshee, etc.) have had any issues with this and if they've fixed it with surfaces? I might be forced to introduce surface usage soon if anything.

EDIT: I managed to fix the tile seam issue by experimenting with redrawing an entire set of tiles for bleed allowances, but now I have to replace almost all the tiles in my levels. Fun times!
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Tue Apr 12, 2016 10:17 am 


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I'll have to have a chat with Kaiser about this one as I've not really used tiles in GMOSSE at all, but we've used it for displaying walls and large detailed one-off backgrounds as tiles in our newest game project together. This is probably a no-brainer but make sure you're not interpolating textures either.

EDIT:
Image
Is this the kind of bleed issue that you're talking about or am I misinterpreting here? If so it's from having a total background image smaller than what the total size of all your tiles adds up to be.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Thu Apr 14, 2016 6:30 am 


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BPzeBanshee wrote:
Is this the kind of bleed issue that you're talking about or am I misinterpreting here? If so it's from having a total background image smaller than what the total size of all your tiles adds up to be.

Yep, that's the one. I found a fix for the seams that appear on tiles though:

Image

Image

Basically I followed this old tutorial on tiles and GM:S texel rendering. I held off on it long enough because GM8.1 wasn't really doing anything of this sort unless I got my screen port dimensions all wrong, but now it's a necessity.

The thing is, doing this to my tiles messes up the in-game display due to the resultant differences in tile indices, so I have to manually replace everything. It's a lot easier now with the "hide other tile layers" option in the Room Editor though.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Thu Apr 14, 2016 1:37 pm 


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That sounds very overelaborate compared to what we did to fix it - we just simply made sure the size of the tiles evenly divided the background. I deliberately triggered the issue in that picture by borking the tile size so the last tile at the bottom went past the length of the background.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Thu Apr 14, 2016 3:49 pm 


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BPzeBanshee wrote:
we just simply made sure the size of the tiles evenly divided the background


Thanks, I was wondering why it was also appearing on my non-tilesheet background images, will fix :). Although I may still need to do bleeds for the tilesheets to avoid artifacts popping up when the screen is scaled improperly--the glitchy artifacts from improperly-drawn tile sheets seem to be connected to viewport vs. screen port size, since it was also showing up on an experimental roguelike game I'm working on in my spare time whenever I chose to display the screen port using certain resolutions (the game has no image-based backgrounds, only tiles for drawing the map).

Also, from what I understand, larger tiles will also require larger bleeds, but I have yet to experiment. Currently it's working nicely in Stage 4 with the repaired 64x64 tiles used to draw the cave...although yes, it is kinda overelaborate. x_x

EDIT: I removed the background image artifacts by unchecking "Tile Vertically" on the Background Properties menu, for images that aren't supposed to be tiled vertically. It was an oversight from GM8 I think.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Fri Apr 15, 2016 9:37 am 


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One other thing to be aware of - you can actually define the size of your texture atlas now, and if you go too small for it I've heard that can visually screw things as well. Look in game preferences for that one. I doubt it'll make a difference in your particular case but since you're doing large res stuff I figured you'd oughta know.

Man, we've come a long way.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Sun Apr 17, 2016 11:33 pm 


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I still have yet to touch tiles at all. My tattered old caveman brain is sparking and smoking just trying to make sense of these specific issues. :lol:

You GM wizards will sort it right out, I'm certain.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Wed Apr 27, 2016 1:38 am 


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New(ish) video, me fighting the hidden Stage 4 boss.

The tile replacement is almost complete, time to work on the new enemies for stages 5-7 after this hopefully. :)
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Wed Aug 10, 2016 4:24 am 


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Location: Frying over a jungle and saving the nature
Tile replacement has been completed...only for me to find out that the whole thing was a result of the horizontal/vertical tiling tickers being checked on the tiles. Turning it off removed the artifacts. Derp.

In any case my twitter is active now, and some of my updates are posted there. Stage 8's backgrounds and tilesets are almost complete along with the new enemy sprites, and I'm now working on the bosses.

https://twitter.com/S20_TBL
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--Papilio's Alpha now on itch.io! (development thread)
Xyga wrote:
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Thu Aug 18, 2016 4:41 am 


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Impressive, man, you rule!


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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Tue Jul 10, 2018 5:19 am 


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Joined: 05 Nov 2013
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Location: Craig's
Yo! what's up S20-TBL
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Tue Jul 10, 2018 1:48 pm 


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Location: Frying over a jungle and saving the nature
BPZeBanshee informed me that someone bumped this thread. x)

I'm planning to start a new thread sometime this year in order to apologize for the huge delay and explain what happened during the 4 year hiatus, as well as to unveil the new version which is being worked on right now. Suffice to say that almost all assets barring music have been completed during the hiatus and are now in the game, and most of my remaining responsibilities involve coding the last few stages and bosses.

Stage 5 is 95% complete with a fully functional boss (it just needs re-balancing because the level is ungodly HARD), Stage 6 is around 60% complete (midbosses and endboss are currently being worked on during my after-work downtime) and 7 and 8 are pending, but have almost all graphical assets at the ready barring a few things.
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Xyga wrote:
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Tue Jul 10, 2018 3:48 pm 


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Location: Craig's
Wow fast reply! Glad to know Papilio's alive! ^^
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Thu Jul 12, 2018 10:40 am 


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Good to hear this one's still in the works.
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Sun Jul 22, 2018 12:50 pm 


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Joined: 18 Jan 2010
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Location: Frying over a jungle and saving the nature
I wanted to update everyone with a bunch of screenshots from the latest build. Placed in spoiler tags so the images don't stretch the tables:

Stage 5 (nearly feature complete, highly imbalanced difficulty ATM):
Spoiler: show
Image
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Image
Image
Image
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Image


Stage 6 (boss is currently being coded):
Spoiler: show
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
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Xyga wrote:
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 Post subject: Re: Papilio [v0.5.2 Early Access, v0.8 IN PROGRESS]
PostPosted: Mon Sep 10, 2018 7:09 pm 


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Joined: 19 Feb 2008
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Location: ND, USA
Good to see that it's still in progress. Looking forward to the eventual 1.0!
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