Next-Generation Casual Entertainment

Why YoYo Games bet on HTML5 | Edge

Why YoYo Games bet on HTML5 | Edge

2011-Oct-31

The former Xbox Europe VP and the co-creator of Lemmings and GTA on why HTML5 is the future of web and mobile games.

Launched in 1999, YoYo Games’ development environment GameMaker shares much of Unity’s spirit in its remit to democratise game creation. But GameMaker simplifies things further by providing a drag-and-drop interface option that removes the coding portion of development entirely.

read more

EA: Battlefield 3 online problems all but fixed | Edge

EA: Battlefield 3 online problems all but fixed | Edge

2011-Oct-31

EA says the issues affecting Battlefield 3's online component since its launch last week are all but fixed. As we reported last week, the Xbox 360 version was the hardest hit, with server connectivity problems when the game launched in North America last Tuesday and again following the game's midnight launch in Europe on Friday.
http://kotaku.com/5854772/online-problems-for-record+setting-battlefield-3-almost-fixed-ea-says
Kotaku

EA says the issues affecting Battlefield 3's online component since its launch last week are all but fixed.

As we reported last week, the Xbox 360 version was the hardest hit, with server connectivity problems when the game launched in North America last Tuesday and again following the game's midnight launch in Europe on Friday.

read more

Heads You Win

Heads You Win

2011-Oct-31

When Crimson: Steam Pirates was released In August, column inches were largely devoted to Jordan Weisman, its legendary creative lead, and the fact that it was the first game released through Bungie's indie initiative, Aerospace. Less discussed was the role of Moai, Zipline Games' innovative new product for simple cross-platform mobile development.

Weisman says Crimson: Steam Pirates wouldn't have been the same without it, and Zipline Games' CEO Todd Hooper isn't about to argue. In this interview, we talk to Hooper about the future of Moai, the importance of 3D to mobile games, the "hype" behind HTML5, and the value of open-source.

Read more...

Tapjoy to launch iOS app marketplace | Edge

Tapjoy to launch iOS app marketplace | Edge

2011-Oct-31

Mobile monetisation and analytics firm Tapjoy is to launch an iOS software marketplace of its own, though it insists it is not doing so to escape Apple's new advertising policies. Tapjoy fell foul of a change to Apple's policy which prohibited apps the practice of "pay-per-install". Tapjoy's core business model involves advertising one app within another; when the new app is downloaded and played the user is rewarded with virtual currency in the game they were playing before.
http://venturebeat.com/2011/04/19/tapjoy-says-apple-has-banned-lucrative-pay-per-install-apps/
VentureBeat

Mobile monetisation and analytics firm Tapjoy is to launch an iOS software marketplace of its own, though it insists it is not doing so to escape Apple's new advertising policies.

read more

UDK update adds Facebook, iOS features | Edge

UDK update adds Facebook, iOS features | Edge

2011-Oct-31

Epic Games has released the October build of its Unreal Development Kit (UDK), with new features, including Facebook integration, now available to iOS developers. Developers can now enable their games to make Facebook wall posts, download friends lists, and request additional permissions from users.
http://www.unrealengine.com/news/epic_games_releases_october_2011_unreal_development_kit_beta/
Epic Games

Epic Games has released the October build of its Unreal Development Kit (UDK), with new features, including Facebook integration, now available to iOS developers.

Developers can now enable their games to make Facebook wall posts, download friends lists, and request additional permissions from users. The Kismet scripting tool has been updated to support touch, tilt and other inputs.

Foliage and landscape tools have also been improved, as have particle emitters, and several updates have been made to the Unreal Editor. For the full list of changes, follow the source link below.

Rovio: Angry Birds China’s most copied brand | Edge

Rovio: Angry Birds China’s most copied brand | Edge

2011-Oct-31

Angry Birds is now the most copied brand in China, but it seems developer Rovio doesn't mind at all. Speaking at the Disrupt conference in Beijing, CEO Peter Vesterbacka said the widespread availability of unlicensed Angry Birds merchandise proved that there was a sufficiently large audience in the country to justify Rovio's Chinese expansion.
http://www.gamesindustry.biz/articles/2011-10-31-rovio-happy-with-chinese-piracy-of-angry-birds
Gamesindustry.biz

Angry Birds is now the most copied brand in China, but it seems developer Rovio doesn't mind at all.

Speaking at the Disrupt conference in Beijing, CEO Peter Vesterbacka said the widespread availability of unlicensed Angry Birds merchandise proved that there was a sufficiently large audience in the country to justify Rovio's Chinese expansion.

read more

Minecraft awarded GameCity Prize

Minecraft awarded GameCity Prize

2011-Oct-31

Indie title Minecraft has fended off competition from Portal 2 and LIMBO to win the GameCity prize.

"We're very excited to have won the first GameCity Prize, especially since the nominees contain some of our favourite games recently," said creator Markus Persson, as known as Notch.

"It's a great honour to be compared to those games. Winning this award helps motivate us to try to make Minecraft the best game it can be."

Read more...

Kinect to expand to business world | Edge

Kinect to expand to business world | Edge

2011-Oct-31

Microsoft plans to launch a commercial version of its Kinect SDK early next year, giving businesses the opportunity to create their own software to make us of the device's unique capabilities. Microsoft product manager David Dennis told Gamasutra that over 200 brands across 25 countries have signed up for the program. While most are remaining anonymous for the time being to avoid tipping off competitors, Toyota and marketing agency Razorfish are among those confirmed to be involved.
http://www.gamasutra.com/view/news/38206/Microsoft_Takes_Kinect_To_The_Business_World.php
Gamasutra

Microsoft plans to launch a commercial version of its Kinect SDK early next year, giving businesses the opportunity to create their own software to make us of the device's unique capabilities.

Microsoft product manager David Dennis told Gamasutra that over 200 brands across 25 countries have signed up for the programme. While most remain anonymous for the time being to avoid tipping off competitors, Toyota and marketing agency Razorfish are among those confirmed to be involved.

read more

Metrics versus intuitive design – FIGHT! | Edge

Metrics versus intuitive design – FIGHT! | Edge

2011-Oct-31

What's best? Old-fashioned craft or game dev's dirtiest word? Neither, argues PopCap's Giordano Contestabile, because it's a false dichotomy.

For a long time, the game industry functioned on a predictable model that changed little over the years. A game was developed over a long period of time, then went gold and was handed off to a publishing team tasked with launching and marketing it as effectively as possible. Efforts then shifted to the next game, and the process started anew, becoming more refined with every product cycle.

read more

YoYo Games: Browser 3D is unnecessary | Edge

YoYo Games: Browser 3D is unnecessary | Edge

2011-Oct-31

GameMaker developer claims most web game dev tools are like “trying to open a bottle with a sledgehammer.”

Developer and tools company YoYo Games has warned against the current push towards browser-based 3D gaming, questioning its value when compared to less asset-heavy 2D games.

“I’m personally bamboozled by why anyone would be excited about playing a big 3D experience in a browser, because why not just do it as a standalone game?” YoYo Games CEO Sandy Duncan tells us during an interview.

0

read more

Rovio "happy" with Chinese piracy of Angry Birds

Rovio "happy" with Chinese piracy of Angry Birds

2011-Oct-31

Rovio is turning the rampant piracy of Angry Birds merchandise in China to its advantage, TechCrunch reports.

At the Disrupt conference in Beijing, Rovio CEO Peter Vesterbacka walked on-stage holding a clutch of illegal Angry Birds balloons that he purchased on the street.

"There are a lot of Angry Birds products out there, but most of them aren't officially licensed," he said. "Angry Birds is now the most copied brand in China, and we get a lot of inspiration from local producers."

Read more...

Battlefield 3 marches to top of the charts

Battlefield 3 marches to top of the charts

2011-Oct-31

EA's Battlefield 3 charged straight to the top of the week's charts, pushing Batman: Arkham City and and FIFA 12 to the second and third spots respectively.

The launch was the ninth biggest all formats week one seller by revenue, and tenth by units. It's also outsold last year's Medal Of Honor at a ratio of two to one for week one sales.

Otherwise it was a quiet week for new entries, with Kinect Sports: Season 2 debuting at 18. The week's other release, Dragon Ball Z: Ultimate Tenkaichi, entered at 23.

Read more...

Battlefield 3 the new UK number one | Edge

Battlefield 3 the new UK number one | Edge

2011-Oct-31

Battlefield 3 tops n the UK all-formats chart in its first week on sale. DICE's EA-published shooter enjoyed the tenth-best launch sales of all time, beating the combined sales of all previous entries in the series.

Battlefield 3 tops the UK all-formats chart in its first week on sale.

DICE's EA-published shooter enjoyed the tenth-best launch sales of all time, beating the combined sales of all previous entries in the series.

The news means last week's number one, Batman: Arkham City, falls to second place, its sales dropping 52 per cent week on week, with FIFA 12 also slipping a place to third.

read more

DeNA and Grasshopper Manufacture join forces

DeNA and Grasshopper Manufacture join forces

2011-Oct-31

Developer Grasshopper Manufacture has signed a deal with DeNA to create exclusive content for its Mobage social gaming platform.

Grasshopper Social Network Service, a joint venture company established by both parties, will launch next month.

"Our new venture with DeNA will allow us to explore creative ways to bring Grasshopper Manufacture's universe to a new world of players," said Grasshopper Manufacture CEO Goichi Suda.

Read more...

Minecraft wins GameCity Prize 2011 | Edge

Minecraft wins GameCity Prize 2011 | Edge

2011-Oct-31

Minecraft has won the GameCity Prize 2011, becoming the first-ever recipient of the award at the annual Nottingham festival. Swedish developer Mojang's beloved indie sandbox was given the award - which recognises artistic, rather than financial success - at a ceremony on Saturday. It was selected by a panel including South Bank Centre artistic director Jude Kelly OBE, musician Nitin Sawhney and Labour MP Tom Watson.

Minecraft has won the GameCity Prize 2011, becoming the first-ever recipient of the award at the annual Nottingham festival.

Swedish developer Mojang's beloved indie sandbox was given the award - which recognises artistic, rather than financial success - at a ceremony on Saturday. It was selected by a panel including South Bank Centre artistic director Jude Kelly OBE, musician Nitin Sawhney and Labour MP Tom Watson. Other finalists included Ilomilo, Superbrothers: Sword And Sworcery EP, Child Of Eden, Pokémon Black, Limbo and Portal 2.

read more

17 per cent of 5-8 year olds gaming every day

17 per cent of 5-8 year olds gaming every day

2011-Oct-31

A new study by Common Sense Media shows that 17 per cent of children aged between 5 and 8 years old play games everyday, while 81 per cent have played games during their lifetime.

For the wider age range of birth to eight year olds, that figure dropped to around half, at 51 per cent.

74 percent of children's screen time is still television based, compared to 10 percent with video games and 13 percent at a home computer.

Read more...

Over 36,000 Indie Royale bundles sold

Over 36,000 Indie Royale bundles sold

2011-Oct-31

Indie Royal, a website offering bundles of indie games under a pricing model which increases unit cost each time one is purchased, has sold over 36,000 of the four-game packs, with the deal ending at 6pm tonight, UK time.

Generous purchasers can pay well over the required minimum for the bundle, which will drop the price for all subsequent customers. Mojang boss Markus Persson is currently the top contributor, lowering the unit price by a dollar for future buyers.

Currently the UK price for the pack, which contains Nimbus, Gemini Rue, A.R.E.S Extinction Agenda and Sanctum, is £2.82, with the price having peaked just above £3.50 a few days ago.

Read more...

Final version of Wii U for E3 2012

Final version of Wii U for E3 2012

2011-Oct-31

Nintendo president Satoru Iwata has confirmed that the Wii U will be showcased at E3 next year.

In an investor presentation following the company's recent financial results, Iwata explained that E3 2012 will feature the final version of the Wii U.

"As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch," he said.

Read more...

Wii’s Resident Evil Chronicles games headed to PS3 | Edge

Wii’s Resident Evil Chronicles games headed to PS3 | Edge

2011-Oct-31

Capcom will release on-rails Wii shooters Resident Evil: The Umbrella Chronicles and The Darkside Chronicles for PlayStation 3. The company made the announcement at an event to celebrate the series' 15th anniversary according to Andriasang. The games, released for Wii in 2007 and 2009 respectively, will be released together, in HD with Move support.
http://andriasang.com/comytj/
Andriasang

Capcom will release on-rails Wii shooters Resident Evil: The Umbrella Chronicles and The Darkside Chronicles for PlayStation 3.

The company made the announcement at an event to celebrate the series' 15th anniversary according to Andriasang. The games, released for Wii in 2007 and 2009 respectively, will be released totgether in HD with Move support.

Profits tumble at Sega Sammy

Profits tumble at Sega Sammy

2011-Oct-31

Sega Sammy Holdings Inc. reported declining revenue and profits for the six months ending September 30, 2011.

The company's overall revenue fell 29.9 per cent year-on-year to ¥152.6 billion ($1.94 billion/£1.21 billion). Net profit declined 83.7 per cent to ¥3.9 billion ($49.7 million/£31 million).

The report cited the aftermath of the Great East Japan Earthquake as key to its financial performance. The supply chain for the company's pachislot and pachinko machine business was "devastated" by the event, and prolonged electricity shortages also harmed the business.

Read more...

Grasshopper Manufacture partners with DeNa | Edge

Grasshopper Manufacture partners with DeNa | Edge

2011-Oct-31

Suda 51's Grasshopper Manufacture studio is to form a dedicated social games company with DeNa, owner of hugely popular Japanese mobile social network Mobage. The company, provisionally named Grasshopper Social Network Service, will develop mobile games exclusively for Gree, with Grasshopper to transfer its existing mobile operations to the new company and DeNa to provide funding.

Suda 51's Grasshopper Manufacture studio is to form a dedicated social games company with DeNa, owner of hugely popular Japanese mobile social network Mobage.

The company, provisionally named Grasshopper Social Network Service, will develop mobile games exclusively for Gree, with Grasshopper to transfer its existing mobile operations to the new company and DeNa to provide funding.

read more

Tapjoy launching app store tomorrow

Tapjoy launching app store tomorrow

2011-Oct-31

Monetisation and distribution company Tapjoy will open its own App Store style marketplace tomorrow.

The news was uncovered by VentureBeat, and will allow Tapjoy a more direct link to customers playing Tapjoy titles, while still allowing them to connect to the iOS App Store.

"We didn't intend for it to get discovered," a company spokesperson told the site.

Read more...

6waves LolApps acquires Smartron5

6waves LolApps acquires Smartron5

2011-Oct-31

Social studio 6wave LolApps has confirmed the acquisition of Beijing studio Smartron5, which will leverage the company's Chinese market.

The 30 person studio will develop its own games as well as helping to push the company's other projects to the market. The new studio will be the publisher's sixth, complementing bases in London and San Franciso as well as three more in Asia.

"The Asian market is complex and the Smartron5 team brings western-production values with a deep understanding of how to be successful in China," said 6waves LolApps CEO Rex Ng.

Read more...

Sales and profits down at Sega Sammy | Edge

Sales and profits down at Sega Sammy | Edge

2011-Oct-31

Sega Sammy's latest financial results show declines across the board, with revenue down by almost a third and profits falling 83.7 per cent. Sales revenue for the six months to September 30 was ¥152.6 billion (£1.25 billion), with net income falling from ¥24.3 billion this time last year to ¥3.9 billion (£32.6 billion).

Sega Sammy's latest financial results show declines across the board, with revenue down by almost a third and profits falling 83.7 per cent.

Sales revenue for the six months to September 30 was ¥152.6 billion (£1.25 billion), with net income falling from ¥24.3 billion this time last year to ¥3.9 billion (£32.6 billion).

read more

Saving APB

Saving APB

2011-Oct-31

In August last year, Realtime Worlds, developer of Crackdown and APB, went into administration.

APB had failed to attract the subscribers necessary to keep the studio afloat, with just 130,000 registered users on the books. Debts were piled high, and job losses were imminent.

Over the course of the next weeks and months the UK industry watched the drama unfold, truth and rumour interwoven predictably densely as the fate of the company's assets and workers was decided.

Read more...

Weird Park: Broken Tune Collector’s Edition | BigFish

Weird Park: Broken Tune Collector’s Edition | BigFish

2011-Oct-31

Explore a haunted amusement park in Weird Park: Broken Tune! Take the role of a private detective hired to investigate a rash of "accidental" deaths that befell those who worked at the park before city officials shut it down. Investigate amazing locations carefully in this incredible Hidden Object Puzzle Adventure game! Tread carefully to make it out of this Weird Park alive and discover the murderer! This is a special Collector's Edition release full of exclusive extras you won’t find in the standard version. As a bonus, Collector's Edition purchases count toward three stamps on your Monthly Game Club Punch Card! The Collector’s Edition includes:

Stylized Texture Tutorial | Unify Wiki

Stylized Texture Tutorial | Unify Wiki

2011-Oct-31

Sigtau: /* Photoshop Instructions */


== Introduction ==
This tutorial was designed with people who lack drawing tablets in mind, in hopes that among those people, the ones wanting to work within a cartoon/stylized art style will find this to be beneficial. If you're looking to cut costs so that you don't have to hire a texture artist in the end, this is a great method for going about stylized texture creation.

If you can memorize this (rather short) process, you can produce hundreds of textures in a matter of hours (like I did!).

This tutorial is divided into steps, with each step having a GIMP variant and a Photoshop variant within. This tutorial assumes at least Photoshop CS4 (though CS3 and CS2 probably work just fine), or GIMP 2.6 (available for free at http://www.gimp.org/downloads/).

The original tutorial posted on the Unity forums can be found here: [http://forum.unity3d.com/threads/109995-Realistic-to-stylized-textures-A-tutorial].

== Step 1: Find an Appropriate Base Texture ==

[[File:grass_bad.jpg|100px|thumb|right|A bad texture to use]]

Regardless of what software we use, we need to find a texture that will act as a decent base texture--basically, we have to assess whether it'll look like crap or not by the time we complete this process. For example, to the right of this text is a very detailed grass texture. This texture in particular is too detailed, because of the sheer number of places in which the colors contrast from each other in terms of luminosity (brightness)--in other words, there's far too many places on the texture where different regions of dark colors touch different regions of lighter colors.

A better alternative would be the second image among the images to the right of this text. While there are still many spots where the colors contrast, this is a more ideal texture in that it doesn't have as much contrasting regions throughout. Note that it is not necessarily a bad idea to use more detailed textures, it's just difficult to deal with textures that have more contrasting regions.

[[File:grass_good.jpg|100px|thumb|right|A good texture to use]]

Now, forgive me for using grass as an example, because when using this method to create a stylized texture, grass is actually incredibly difficult to get right without over-doing it, simply because it's hard to find base textures that aren't within the range of detail you want. For this example, we'll be using a small, non-seamless texture with details that will bring out what this method is capable of doing--the bottom image on the right, a simple concrete texture.

[[File:concrete_start.jpg|100px|thumb|right|What we'll be using in this tutorial]]

== Step 2: Initial Filtering ==

This step is used to strip out some of the more unnecessary details that may become issues later on in the process, but is not necessarily required.

=== GIMP Instructions ===

<span style="color:red;">'''WARNING FOR GIMP USERS:'''</span> Skip this step if your texture has any transparency applied to it. Not skipping this step while processing a transparent image will result in artifacts appearing around the edges of the non-transparent portions of the image!

Go to <span style="color:red;">'''Filters > Enhance > Despeckle.'''</span> You should see a window similar to this (click to enlarge):

[[File:Step2.png|100px]]

Leave all of the default values in place, and press OK. Go on to Step 3.

=== Photoshop Instructions ===

Go to <span style="color:red;">'''Filters > Noise > Despeckle.'''</span> If any window appears asking you to clarify options for this filter (which it doesn't in CS4--can't speak for CS3 or CS2), just leave them as their default settings. Press OK and go on to Step 3.

== Step 3: Detail Retention ==

This step is used to regain some of the detail accidentally lost as a result of the filtering in Step 2. This isn't totally necessary either, but if you noticed a significant decrease in overall detail after Step 2, you may not want to skip this step.

=== GIMP Instructions ===

Go to <span style="color:red;">'''Filters > Enhance > Sharpen.'''</span> You should see a window similar to this (click to enlarge):

[[File:Step3.png|100px]]

Set the value to be 40, and click OK. Go on to Step 4.

=== Photoshop Instructions ===

Go to <span style="color:red;">'''Filters > Sharpen > Sharpen.'''</span> As with Step 2, if any window appears asking you to clarify options for this filter (which it doesn't in CS4--can't speak for CS3 or CS2), just leave them as their default settings. Press OK and go on to Step 4.

== Step 4: Paint Filtering ==

''This is the most important step.'' Regardless of whether or not you skipped the above steps, you'll need to do this one. This step is the "fake" painting filter that essentially emulates the style of hand-painted textures. Whether or not it actually looks like a hand-painted texture depends on the settings tweaked during this step.

=== GIMP Instructions ===

Go to <span style="color:red;">'''Filters > Blur > Selective Gaussian Blur.'''</span> You should see a window similar to this (click to enlarge):

[[File:Step4.png|100px]]

This is the most important step, so you must know your texture well (as outlined in Step 1) in order to make the decisions necessary for this texture to look good in the end.

The Max Delta setting looks for contrasting regions in the image, hence the name "delta" (delta meaning "change in," as in "change in time" or "change in contrast"). Higher values in this field will result in more blurry textures (reducing the hand-painted look), lower values result in negligible blurring, negating the effect this process attempts to pull off. The Blur Amount setting is essentially just a measure of how blurry you want the regions that don't contrast more than the Max Delta setting allows, giving the appearance of different 'paints' being mixed together to create a color.

For this example, we're going to set the blur amount to 5 and the max delta to 20. Press OK. You're done!

=== Photoshop Instructions ===

Go to <span style="color:red;">'''Filters > Blur > Smart Blur...'''</span>. You should see a window similar to this (click to enlarge):

[[File:Smartblur.png|100px]]

This tool works similar yet a bit different than its GIMP counterpart. The Radius setting affects the blurriness ("mixed paint" appearance) of the texture, and should stay somewhere between 10 and 40--anything below 10 and your texture may be too blurry, and anything above 40 and the texture may depart from the hand-painted style we're going for, defeating the entire purpose of this process. The Threshold setting affects how Photoshop sees the different color regions in the texture--that is, lower values tell it to look for smaller differences in color to blur, and higher values tell it to look for larger differences to blur--and it should ideally stay between 30 and 65 (<30, and the blurring will have little effect, and >65 will cause contrasting regions to bleed together and kill the texture's overall quality).

== Step 5: Final Filtering (Photoshop Only) ==

This step is entirely optional, and usually requires you to compare the result of skipping this step and following this step, and deciding which one you like better. This step is Photoshop-only because clever use of the Selective Gaussian Blur settings in GIMP will result in never having to use this (plus, GIMP's Sharpen filter is a lot more potent than it needs to be for this).

Go to <span style="color:red;">'''Filters > Sharpen > Sharpen.'''</span> This should harden some of the edges between the different regions of color, and reduce any leftover blurriness from the last step. If you don't like this result, undo it (Ctrl+Z or Command+Z on the Mac--I think) and stick with what you've got.

== Conclusion ==

When it's all said and done, you should have a texture similar to this (click to enlarge):

[[File:Cartoondemo.png|200px|thumb|right|An example of this tutorial on a different texture with toon shaders applied in Unity]]
[[File:Finalized.png|200px]]

If you don't like the result, tweak the settings in Step 4 and try again. Note that this process should produce no seams on the texture (if not very negligible seams), which can be fixed using the Offset tools in GIMP/Photoshop in combination with the Smudge tool or a bit of feathered blurring.

Stylized Texture Tutorial | Unify Wiki

Stylized Texture Tutorial | Unify Wiki

2011-Oct-31

Sigtau: /* Photoshop Instructions */


== Introduction ==
This tutorial was designed with people who lack drawing tablets in mind, in hopes that among those people, the ones wanting to work within a cartoon/stylized art style will find this to be beneficial. If you're looking to cut costs so that you don't have to hire a texture artist in the end, this is a great method for going about stylized texture creation.

If you can memorize this (rather short) process, you can produce hundreds of textures in a matter of hours (like I did!).

This tutorial is divided into steps, with each step having a GIMP variant and a Photoshop variant within. This tutorial assumes at least Photoshop CS4 (though CS3 and CS2 probably work just fine), or GIMP 2.6 (available for free at http://www.gimp.org/downloads/).

The original tutorial posted on the Unity forums can be found here: [http://forum.unity3d.com/threads/109995-Realistic-to-stylized-textures-A-tutorial].

== Step 1: Find an Appropriate Base Texture ==

[[File:grass_bad.jpg|100px|thumb|right|A bad texture to use]]

Regardless of what software we use, we need to find a texture that will act as a decent base texture--basically, we have to assess whether it'll look like crap or not by the time we complete this process. For example, to the right of this text is a very detailed grass texture. This texture in particular is too detailed, because of the sheer number of places in which the colors contrast from each other in terms of luminosity (brightness)--in other words, there's far too many places on the texture where different regions of dark colors touch different regions of lighter colors.

A better alternative would be the second image among the images to the right of this text. While there are still many spots where the colors contrast, this is a more ideal texture in that it doesn't have as much contrasting regions throughout. Note that it is not necessarily a bad idea to use more detailed textures, it's just difficult to deal with textures that have more contrasting regions.

[[File:grass_good.jpg|100px|thumb|right|A good texture to use]]

Now, forgive me for using grass as an example, because when using this method to create a stylized texture, grass is actually incredibly difficult to get right without over-doing it, simply because it's hard to find base textures that aren't within the range of detail you want. For this example, we'll be using a small, non-seamless texture with details that will bring out what this method is capable of doing--the bottom image on the right, a simple concrete texture.

[[File:concrete_start.jpg|100px|thumb|right|What we'll be using in this tutorial]]

== Step 2: Initial Filtering ==

This step is used to strip out some of the more unnecessary details that may become issues later on in the process, but is not necessarily required.

=== GIMP Instructions ===

<span style="color:red;">'''WARNING FOR GIMP USERS:'''</span> Skip this step if your texture has any transparency applied to it. Not skipping this step while processing a transparent image will result in artifacts appearing around the edges of the non-transparent portions of the image!

Go to <span style="color:red;">'''Filters > Enhance > Despeckle.'''</span> You should see a window similar to this (click to enlarge):

[[File:Step2.png|100px]]

Leave all of the default values in place, and press OK. Go on to Step 3.

=== Photoshop Instructions ===

Go to <span style="color:red;">'''Filters > Noise > Despeckle.'''</span> If any window appears asking you to clarify options for this filter (which it doesn't in CS4--can't speak for CS3 or CS2), just leave them as their default settings. Press OK and go on to Step 3.

== Step 3: Detail Retention ==

This step is used to regain some of the detail accidentally lost as a result of the filtering in Step 2. This isn't totally necessary either, but if you noticed a significant decrease in overall detail after Step 2, you may not want to skip this step.

=== GIMP Instructions ===

Go to <span style="color:red;">'''Filters > Enhance > Sharpen.'''</span> You should see a window similar to this (click to enlarge):

[[File:Step3.png|100px]]

Set the value to be 40, and click OK. Go on to Step 4.

=== Photoshop Instructions ===

Go to <span style="color:red;">'''Filters > Sharpen > Sharpen.'''</span> As with Step 2, if any window appears asking you to clarify options for this filter (which it doesn't in CS4--can't speak for CS3 or CS2), just leave them as their default settings. Press OK and go on to Step 4.

== Step 4: Paint Filtering ==

''This is the most important step.'' Regardless of whether or not you skipped the above steps, you'll need to do this one. This step is the "fake" painting filter that essentially emulates the style of hand-painted textures. Whether or not it actually looks like a hand-painted texture depends on the settings tweaked during this step.

=== GIMP Instructions ===

Go to <span style="color:red;">'''Filters > Blur > Selective Gaussian Blur.'''</span> You should see a window similar to this (click to enlarge):

[[File:Step4.png|100px]]

This is the most important step, so you must know your texture well (as outlined in Step 1) in order to make the decisions necessary for this texture to look good in the end.

The Max Delta setting looks for contrasting regions in the image, hence the name "delta" (delta meaning "change in," as in "change in time" or "change in contrast"). Higher values in this field will result in more blurry textures (reducing the hand-painted look), lower values result in negligible blurring, negating the effect this process attempts to pull off. The Blur Amount setting is essentially just a measure of how blurry you want the regions that don't contrast more than the Max Delta setting allows, giving the appearance of different 'paints' being mixed together to create a color.

For this example, we're going to set the blur amount to 5 and the max delta to 20. Press OK. You're done!

=== Photoshop Instructions ===

Go to <span style="color:red;">'''Filters > Blur > Smart Blur...'''</span>. You should see a window similar to this (click to enlarge):

[[File:Smartblur.png|100px]]

This tool works similar yet a bit different than its GIMP counterpart. The Radius setting affects the blurriness ("mixed paint" appearance) of the texture, and should stay somewhere between 10 and 40--anything below 10 and your texture may be too blurry, and anything above 40 and the texture may depart from the hand-painted style we're going for, defeating the entire purpose of this process. The Threshold setting affects how Photoshop sees the different color regions in the texture--that is, lower values tell it to look for smaller differences in color to blur, and higher values tell it to look for larger differences to blur--and it should ideally stay between 30 and 65 (<30, and the blurring will have little effect, and >65 will cause contrasting regions to bleed together and kill the texture's overall quality).

== Step 5: Final Filtering (Photoshop Only) ==

This step is entirely optional, and usually requires you to compare the result of skipping this step and following this step, and deciding which one you like better. This step is Photoshop-only because clever use of the Selective Gaussian Blur settings in GIMP will result in never having to use this (plus, GIMP's Sharpen filter is a lot more potent than it needs to be for this).

Go to <span style="color:red;">'''Filters > Sharpen > Sharpen.'''</span> This should harden some of the edges between the different regions of color, and reduce any leftover blurriness from the last step. If you don't like this result, undo it (Ctrl+Z or Command+Z on the Mac--I think) and stick with what you've got.

== Conclusion ==

When it's all said and done, you should have a texture similar to this (click to enlarge):

[[File:Cartoondemo.png|200px|thumb|right|An example of this tutorial on a different texture with toon shaders applied in Unity]]
[[File:Finalized.png|200px]]

If you don't like the result, tweak the settings in Step 4 and try again. Note that this process should produce no seams on the texture (if not very negligible seams), which can be fixed using the Offset tools in GIMP/Photoshop in combination with the Smudge tool or a bit of feathered blurring.

4DIS – JavascriptTutorial – Functions | Unify Wiki

4DIS – JavascriptTutorial – Functions | Unify Wiki

2011-Oct-30

4D Interactive Studio:


== '''Javascript Functions''' ==

[[4DIS - JavascriptTutorial]] - Back

----

...coming soon...

4DIS – JavascriptTutorial – Functions | Unify Wiki

4DIS – JavascriptTutorial – Functions | Unify Wiki

2011-Oct-30

4D Interactive Studio:


== '''Javascript Functions''' ==

[[4DIS - JavascriptTutorial]] - Back

----

...coming soon...

4DIS – JavascriptTutorial – Classes | Unify Wiki

4DIS – JavascriptTutorial – Classes | Unify Wiki

2011-Oct-30

NCarter: Text replace - "</javascript>" to "</syntaxhighlight>"


== '''Javascript Classes''' ==

[[4DIS - JavascriptTutorial]] - Back

----

'''Creating own classes :'''

<syntaxhighlight lang="javascript">

class MyClass
{
function MyClass ( ) { } // This is a constructor !

// ...
}

// Variables...

class MyClass
{
function MyClass ( ) { }

var a : int = 5;
var b : float = 2.5;
}

// Functions...

class MyClass
{
function MyClass ( ) { }

var a : float = 2.5;
var b : float = 7.5;

function MyFunction ( )
{
return a * b;
}
}

</syntaxhighlight>

----

'''Using own classes :'''

<syntaxhighlight lang="javascript">

var mc : MyClass = new MyClass ( );

print ( mc.MyFunction ( ).ToString ( ) );

</syntaxhighlight>

----

'''Static members :'''

<syntaxhighlight lang="javascript">

class MyClass
{
// You don´t need a constructor here !

static var a : float = 24.1;
static var b : float = 2.5;

static function MyFunction ( )
{
return a * b;
}
}

</syntaxhighlight>

4DIS – JavascriptTutorial – Classes | Unify Wiki

4DIS – JavascriptTutorial – Classes | Unify Wiki

2011-Oct-30

4D Interactive Studio:


== '''Javascript Classes''' ==

[[4DIS - JavascriptTutorial]] - Back

----

'''Creating own classes :'''

<javascript>

class MyClass
{
function MyClass ( ) { } // This is a constructor !

// ...
}

// Variables...

class MyClass
{
function MyClass ( ) { }

var a : int = 5;
var b : float = 2.5;
}

// Functions...

class MyClass
{
function MyClass ( ) { }

var a : float = 2.5;
var b : float = 7.5;

function MyFunction ( )
{
return a * b;
}
}

</javascript>

----

'''Using own classes :'''

<javascript>

var mc : MyClass = new MyClass ( );

print ( mc.MyFunction ( ).ToString ( ) );

</javascript>

----

'''Static members :'''

<javascript>

class MyClass
{
// You don´t need a constructor here !

static var a : float = 24.1;
static var b : float = 2.5;

static function MyFunction ( )
{
return a * b;
}
}

</javascript>