• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
jwezorek

score change effect

6 posts in this topic

I'm working on a 2D puzzle game for iOS and am about to do the score display widget thingy.

 

Anyway I was wondering if anyone can think of a visual effect to do when updating the score from one number to another. The last time I did this, I think, I just did an alpha blend thing where the new score cross-fades in but don't want to do that again. This game is already kind of alpha animation heavy (because it's easy and I'm lazy) so I was trying to think of something else.

 

Anyone have any ideas? (Nothing 3D, please ... the code isn't and won't be set up for 3D effects)

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

Perhaps something with particle effects? For example, a bunch of sparks dropping off the score when it changes - quickly fading, of course, so it doesn't obstruct the rest of the game.

1

Share this post


Link to post
Share on other sites
Old score turned into effect image, new score drawn above effect, old score grows/explodes out, then fades.
New score and old score scroll down like a car's analog odometer.
Old score text area grows to white or some kind of sparks or cloud or smoke, score is swapped, effect drops out.
Scale to a point to exit, scale back from a point with the new score
Scores slide in from one side to the other with a horizontal blinds or vertical blinds effect.
Page turn effect, also draw the score as little paper score card textures.
Any of the slide transitions found in your favorite meeting presentations software (such as PowerPoint.)
1

Share this post


Link to post
Share on other sites
I've always like morphing number animations. You can to create a pre-rendered animation sequence for every possible transition. If you realize that you can play an animation either forward or backward then you can get the number of required animation sequences down to 45. It takes a bit of coding and graphics effort to get it to work properly, but once it's done it's very light-wieght in terms of rendering.
1

Share this post


Link to post
Share on other sites

I've always like morphing number animations. You can to create a pre-rendered animation sequence for every possible transition. If you realize that you can play an animation either forward or backward then you can get the number of required animation sequences down to 45. It takes a bit of coding and graphics effort to get it to work properly, but once it's done it's very light-wieght in terms of rendering.

Khatharr, to do the actual morphing did you use your own code or did you use a 3rd party application? Which algorithm or application?

 

 

New score and old score scroll down like a car's analog odometer.

 

Liked this idea and tried it  last night, but didn't like the way it looked because it clashed with the art style of the game. Screen shot here (although the score area has gotten bigger now) 

 

It has an oldtimey look-and-feel. I think I'm going to try to do something that looks like the numbers are being painted on or at least colored in. The easiest way I can think to do this would be to do something like image processin morphologocal transformation of erosion to disappear the current number while simultaneously playing the frames of the new number eroding to nothing backwards. Wouldn't look like painting but would look like the number is getting colored  in, maybe.

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

 

I've always like morphing number animations. You can to create a pre-rendered animation sequence for every possible transition. If you realize that you can play an animation either forward or backward then you can get the number of required animation sequences down to 45. It takes a bit of coding and graphics effort to get it to work properly, but once it's done it's very light-wieght in terms of rendering.

Khatharr, to do the actual morphing did you use your own code or did you use a 3rd party application? Which algorithm or application?
 
 

>New score and old score scroll down like a car's analog odometer.

 
Liked this idea and tried it  last night, but didn't like the way it looked because it clashed with the art style of the game. Screen shot here (although the score area has gotten bigger now) 
 
It has an oldtimey look-and-feel. I think I'm going to try to do something that looks like the numbers are being painted on or at least colored in. The easiest way I can think to do this would be to do something like image processin morphologocal transformation of erosion to disappear the current number while simultaneously playing the frames of the new number eroding to nothing backwards. Wouldn't look like painting but would look like the number is getting colored  in, maybe. Edited by jwezorek
0

Share this post


Link to post
Share on other sites


I've always like morphing number animations. You can to create a pre-rendered animation sequence for every possible transition. If you realize that you can play an animation either forward or backward then you can get the number of required animation sequences down to 45. It takes a bit of coding and graphics effort to get it to work properly, but once it's done it's very light-wieght in terms of rendering.

Khatharr, to do the actual morphing did you use your own code or did you use a 3rd party application? Which algorithm or application?


There's some free morphing software floating around on cnet. As long as you can save the frames to images it shouldn't make much difference.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0