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      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.
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rouncer

how does the colour brush in paintshop pro work?

3 posts in this topic

Ive used gimp, and im pretty sure I know how the brush works in gimp.   newcolour=originalcolour(r,g,b )*(1.0f-brushpower)+brushcolour(r,g,b )*brushcolour.

But paintshop pro is different... and better, I want to code the brush in paintshop pro, but I have no idea except what I want it to look like.


Heres a picture of the brush at 1% opacity, and paintshop pro really nails it better than gimp and my program.
The strokes are exactly the same colour!!!

brushex.png


so what could be the secret to getting the brush to look like this?

I tried working the brush with hsl instead of rgb, but it didnt seem to get the effect...

Edited by rouncer
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I could imagin the drawing is done in linear space, while yours and gimps blending works in srgb space.

 

another point might be the internal precision, especially when you blend a lot of layers on top, the quality loss due to rounding can be quite noticeable, having 16bit internal precision can be quite beneficial.

 

(newer CPUs have instructions to convert float16 to float32  aka half to float, this could speed your rendering up).

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brushes aint brushes.

 

i think ive got it!

 

you do use hsl instead of rgb, treat black as saturation 1, not 0.   then interpolate saturation 3 times the speed of brightness and just clamp the hue. (the real version would need to interpolate hue, will get to that later)

 

brushex2.png

 
its similar... anyway.    yeh def. not rgb space.
 
im very pleased, skin comes out really well out of black in psp, now i can try it in my program.  Precision isnt important i dont think im pretty sure psp is only 8 bit, 8 bit precision ends up distorting the colours a bit and i actually prefer it that way funnily enough. :)
Edited by rouncer
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