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Makin' It Rain - How Raindrop Effects Work In 2D Games

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Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#21
post #4

To me, the biggest lesson I've learn from game programming tips and tricks was to not model the world exactly. Just model it enough to trick the eye. My first inclination was, "but of course you need the splats where the rain drop line ends! How would it make sense otherwise?" But it's not until you see the video that you get that, hey that worked well enough. I imagine it's applicable to other realms of programming…

A good example is probably progressive enhancement with javascript. You create a page that is just HTML, CSS, and images and send that to the user, at the end you specify the scripts that load and add all the functionality and enhance the page. For most users they won't even notice that the javascript isn't loaded for 0.5 seconds. If they do click in that small window of non-operability, they get a little confused and click again, by which time it works. Most people won't even notice though.

This can be used to add fancy animations, add an actual embedded video over an image of an empty video player, add comments to the end of a blog post via AJAX. Most people won't even realize you're giving them static content initially.

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#22

haha awesome, you blew my server up. Upgrading now but it'll take a couple days they say. Anyone reading: that's my game development blog, I'm starting an iPhone game dev studio and documenting the progress of starting it up and making the first game, day by day! Check it out if you're interested in game dev and feel free to ask any questions! - Quickdraw

I'm very interested in iPhone game development. I'm working on a title for PC/Xbox based on the XNA framework and finding it fairly easy to use. Is there anything like that for the iPhone? Any good place to find a comparison of frameworks? I'm not averse to coding interactions by hand (trying to make a 2D RPG, not a platformer, so Torque isn't appropriate), but I can't make sense of the options.

I'm working on a basic Cocos2d tutorial, written for beginners:

http://www.coconutcollege.net

Check it out, and let me know if you run into any problems. It's not finished yet, but the first four courses will give you a good foundation. I should have the next two courses posted within a week or so.

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#23
post #4

To me, the biggest lesson I've learn from game programming tips and tricks was to not model the world exactly. Just model it enough to trick the eye. My first inclination was, "but of course you need the splats where the rain drop line ends! How would it make sense otherwise?" But it's not until you see the video that you get that, hey that worked well enough. I imagine it's applicable to other realms of programming…

A good example is probably progressive enhancement with javascript. You create a page that is just HTML, CSS, and images and send that to the user, at the end you specify the scripts that load and add all the functionality and enhance the page. For most users they won't even notice that the javascript isn't loaded for 0.5 seconds. If they do click in that small window of non-operability, they get a little confused an…

This is such a good point. As little javascript should be run client-side on initial page load. What little does shouldn't be vital to the layout or presentation.

Not taking this into account causes unusual UI lag, frequent dropped initial clicks, fast responses from the server but slow page load times, or visual "chunking."

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#24
post #4

To me, the biggest lesson I've learn from game programming tips and tricks was to not model the world exactly. Just model it enough to trick the eye. My first inclination was, "but of course you need the splats where the rain drop line ends! How would it make sense otherwise?" But it's not until you see the video that you get that, hey that worked well enough. I imagine it's applicable to other realms of programming…

Or can we just cheat a little since the tolerance is much higher? Sure, we call this caching. Imagine you have a blog with comments. You can generate the page for each user when he wants it, and then it's a real view onto the data that you have available. Or, you can generate it once a second and just serve the stale version -- not much can happen in one second. Making that compromise is the difference between handli…

I've noticed this on Reddit. When you submit a comment it's inserted into the page with a bit of JavaScript but when you refresh the page it's gone. Refresh the page again after a few seconds and it's there.

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#25

Excessive use of font bolding in this article.

For people in a hurry. :) You can just skim the bold sections and get the important points of the post. I tend to write way more than anyone would really want to sit down and read haha - Quickdraw

Fair enough :)

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#26
post #19

Earlier quoted context omitted.

I'm very interested in iPhone game development. I'm working on a title for PC/Xbox based on the XNA framework and finding it fairly easy to use. Is there anything like that for the iPhone? Any good place to find a comparison of frameworks? I'm not averse to coding interactions by hand (trying to make a 2D RPG, not a platformer, so Torque isn't appropriate), but I can't make sense of the options.

Cocos2D is the most popular 2D iPhone game framework. An alternative, if you're used to the Flash/ActionScript way of doing things, is Sparrow. You may also find that if you're doing an action/physics game in the future, Box2D will inevitably be necessary. If you're looking for a GUI as opposed to a programming API, in addition to the fine options above, my startup ( http://www.stencyl.com ) also does this and is bas…

Stencyl looks like a lot of fun, kudos! And am I right that some of the linked games have even managed to score themselves sponsorship?

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#27

haha awesome, you blew my server up. Upgrading now but it'll take a couple days they say. Anyone reading: that's my game development blog, I'm starting an iPhone game dev studio and documenting the progress of starting it up and making the first game, day by day! Check it out if you're interested in game dev and feel free to ask any questions! - Quickdraw

I'm very interested in iPhone game development. I'm working on a title for PC/Xbox based on the XNA framework and finding it fairly easy to use. Is there anything like that for the iPhone? Any good place to find a comparison of frameworks? I'm not averse to coding interactions by hand (trying to make a 2D RPG, not a platformer, so Torque isn't appropriate), but I can't make sense of the options.

Like Alex, I can heartily recommend Cocos2D: http://www.cocos2d-iphone.org/

We made a Monkey Island-style point-and-click (well, point-and-tap) adventure. It was a fairly complex project, but Cocos always felt empowering rather than limiting. Happy to answer any questions!

About the game: http://launchingpadgames.com/games/scarlett/

Re: Makin' It Rain - How Raindrop Effects Work In 2D Games

#28
post #19

Earlier quoted context omitted.

Cocos2D is the most popular 2D iPhone game framework. An alternative, if you're used to the Flash/ActionScript way of doing things, is Sparrow. You may also find that if you're doing an action/physics game in the future, Box2D will inevitably be necessary. If you're looking for a GUI as opposed to a programming API, in addition to the fine options above, my startup ( http://www.stencyl.com ) also does this and is bas…

Stencyl looks like a lot of fun, kudos! And am I right that some of the linked games have even managed to score themselves sponsorship?

Thanks! The Balls in Space game scored several sponsorships that have collectively gotten it into the 4 figures range, which is pretty good by Flash standards.
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