Vector Graphics in AGS?

Started by Penguinx, Wed 02/03/2005 16:31:02

Previous topic - Next topic

Penguinx

First off, I'm a programming moron. I have no idea what the probability or capability of writing a plug-in for AGS would be that would allow for Vector based graphics.

Is it possible? Has it been done?

Radiant

For backgrounds, it would be possible using the various RawDraw functions. I believe a fill/paint option is missing, though. I've never seen it done, and I'm not sure why you'd want it, given that file size is not the issue it used to be.

For characters, the short answer is no. If you want animation to use vectors or polygons, I'd say you'd have to use something else. It would technically be possible to create such a plugin, though.

Penguinx

Thanks for the feedback; the scaleability of vectors is appealing for characters walking on backgrounds with far out vanishing points and high horizon lines.

Apparently there is little interest in such a plugin, though, as I've never seen it mentioned before.

GarageGothic

If it worked properly (could use walkbehinds, region scaling, tinting etc.) it would be awesome. To be able to make something similar to Cruise for a Corpse  could be a very attractive option. Animation smooth as shit from a duck's ass :) and with today's computers it could probably be much more detailed.

On the other hand, would it be much easier to program 2D vector graphics than full 3D characters, which apparently has been deemed impossible?

scotch

2d vector animations for characters would not be possible with the current plugin/animation system.  I'm afraid you'd have to script the game in flash if you wanted this.

Penguinx

#5
Flash-based games don't get any respect. I'll stick to pixelart for now. Thanks for the response.

Scummbuddy

#6
case of the crabs got a lot of respect.. a million plays

Jannar, Igor and I, for starters, all would love a vector plugin... i would also venture to guess that Eggie would too.

I HIGHLY suggest you download Igor's 2 released games/demos.

Ignac:
http://www.downloadfreegames.co.uk/games/details.asp?id=55

and his other detective one:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=85

just plain BEAUTIFUL.

and Igor... wheres Ignac 2? its been 2 years without a website, an update... oh I want to see more! And none of that April Fools silliness.Ã,  ;)
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Penguinx

I'm a fan of Igor's stuff. I've been messing around with traditional forms of animation and felt like most the detail would be lost as pixels, but that's life.

scotch

In 640x480 and higher characters scale quite well, if you want to do vector graphics and render them out into bitmaps there's nothing stopping you, it's how most high res game characters are done.  The only thing you lose is the perfectly smooth animation. (Well, you could have that, but your sprites would take up massive amounts of space)

Gilbert

In my opinion if we want real vector graphics capability added, I'd rather expect it to be an integrated feature of the engine than a plugin, because from what I see most of you want to use it quite extensively in your games, not just some small effects (e.g. rain/snow) or "helpers" (e.g. other room plugin).

However, judging from the original intention of the engine and the current progress I doubt this would be considered in a near future.

RickJ

I believe that the obstacle is that AGS is pretty much built around the Allegro graphics library and that it doesn't support verctor graphics.   Having said that, the SVG (scalable vertor graphics) standard, were it supported by Allegro and/or AGS would be the answer to this request.   All of the "Can I have more resolution" request would go away if AGS were to ever have SVG support.   

There are only a couple of editors that support it at the moment but you can pretty much do the same things with it that you can with any paint program PS and PSP included.  Here is one such editor, it was recommended to me by someone here.  I haven't had a chance to try it tough.
http://www.mediachance.com/realdraw/index.html

scotch

http://www.cairographics.org/introduction seems pretty good library for drawing SVG content, it wouldn't be hard to make a plugin to let you draw svg files into your game, so it probably isn't hard for CJ to do internally either.
The problem with making external background drawing plugins for new formats is with the editor, you're still required to put in a bitmap of the correct size into the editor, which will still be saved in the exe and drawn every frame, you can then draw your svg on top of that background but it's a waste of time.  There are similar problems for sprites and animations.
I wonder if the API could have functions for disabling the internal background drawing, and the editor have an option not to save the background into the game... then you could use plugins for compressed formats or vector formats if you wanted.
The idea of vector backgrounds appeals to me, so do jpg ones, and full screen animated avi backgrounds would be a possibility too.

Replacing sprite animations is tougher, because of the editor's animation setup system, don't know what could be easily done about that.

SMF spam blocked by CleanTalk