In game UI testing with new map.
I can see this img at 40/40 brightness and contrast.
Yeah, my tweet was saying that there isn’t anything in the math library to immediately calculate using bases other than e or 10 (math.log & math.log10), IE there isn’t one with a built-in parameter for including a defined base which I think would be neat to have.
You can do it with some extra math but it would be cool to have something like math.logbase(base)
ummm
honestly changing base of logarithms is so easy I don’t see the point of bloating the API like that.
As @Flostrus said, it’s just log base n of the input divided by log base n of the base.
That’s true, in my head I figured it would make it more versatile and simple to new users but probably not since you are usually exposed to base10 and e in math first anyway.
5.2 has math.log(x[, base])
. I want to backport it eventually.
Oh that sounds awesome!
If you can add some solid ambient cicadas and whatnot, I’ll sit in that field forever
That thing is so cool
I have a serious question about your screen settings for Brightness and Contrast.
How in the world can NONE of you see the images I post? I’ve tested it on my screen and anything lower than 40/40 is hard to see, after that it’s almost impossible to see.
Do you all have settings under 20/20 I mean srsly.
It’s not just brightness and contrast, the images you post are lacking in colour, everything just blends in and looks like one object.
I think your monitor’s default settings have high contrast or high brightness. Here’s what mine looks like…
Note that almost all of these make the scene look washed out and all of them make other things on my computer look wrong.
Try using a different monitor and see what it looks like. Try looking at it on a different computer. Some computers and monitors display things differently.
Using HSB (Hue, Saturation, Brightness), parts of your image have these brightnesses:
These are very close to 0, and that makes them hard to see. With a brighter image, it’s easier to see differences in color. With such a dark image, it’s hard to tell what colors are different. There’s also very little room for brightness-based contrast (i.e. telling the difference between two greens).
If I press the Auto button with the “Brightness/Contrast” adjustment on Photoshop, it gives me this, with +86 Brightness and -49 Contrast:
I FINNALLY figured out how to make a sprite sheet. Now I just gotta figure out why its cutting off the edges…
As I mentioned before, another big reason that the image looks so bad is because it’s like 90% green, no colour variation or anything making everything look like one object.
It’s true that having a mix of colors would certainly help, but being too dark (or too light) in general will make it hard to distinguish things even if they are different colors:
I’ve made this image exactly the same hue all over to show what it’s like when using exactly the same color.
All green (exactly the same hue!), but easy to distinguish:
All green, but hard to distinguish:
Also hard to distinguish:
Working on a galactic adventure game. I’ve gotten planet generation and camera manipulation done. Here are a few of the generated presets and the camera in action.
No Man’s Sky