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Main - Modern Art - 8 PER SCANLINE New thread | New reply

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Smallhacker
Posted on 11-27-07 03:43 PM (rev. 2 of 11-29-07 03:14 PM) Link | Quote | ID: 70754


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Right. Since my old thread was closed, JUL was restored from a backup and I was busy with other things, 8 PER SCANLINE took a small break. Here's the 12 first comics (again). New comic tomorrow.

























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blackhole89
Posted on 11-27-07 03:47 PM Link | Quote | ID: 70755


The Guardian
Moloch whose eyes are a thousand blind windows!
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You're a full moderator and could have reopened it.

Either way, since you haven't, I'm now trashing the old one.

Also, the "sonic on bluescreen" idea, I'll admit, is a good one.

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Boom.dk
Posted on 11-28-07 10:43 AM (rev. 2 of 11-28-07 10:44 AM) Link | Quote | ID: 70834


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For the sake of posting something, I chose to post in this thread.

Also, nice comic. I laughed at the "plot hole".

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Smallhacker
Posted on 11-28-07 12:09 PM (rev. 2 of 11-29-07 03:14 PM) Link | Quote | ID: 70837


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Smallhacker
Posted on 11-29-07 01:27 PM (rev. 2 of 11-29-07 03:14 PM) Link | Quote | ID: 70880


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Smallhacker
Posted on 11-30-07 03:03 PM Link | Quote | ID: 70947


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boingboingsplat
Posted on 12-02-07 02:58 AM Link | Quote | ID: 71028


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[PREFSTRING:wonderful bounciness]
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Neat comments on rollover...

but I thought that there was at least some plot.

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Smallhacker
Posted on 12-02-07 06:27 PM Link | Quote | ID: 71060


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No comic posted here yesterday due to 24-hour until double post restriction. Therefore, there's two comics today.





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Smallhacker
Posted on 12-03-07 06:45 PM (rev. 2 of 12-03-07 06:47 PM) Link | Quote | ID: 71124


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Zem
Posted on 12-03-07 07:31 PM Link | Quote | ID: 71126


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i can't wait to see where adventure takes these lovable scamps next

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Smallhacker
Posted on 12-04-07 09:44 PM Link | Quote | ID: 71194


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DMM
Posted on 12-04-07 09:47 PM (rev. 2 of 12-04-07 09:48 PM) Link | Quote | ID: 71195


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I like this comic, cant wait for the next part

lol at: This is number 19, not 20.

guy: oh.

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Smallhacker
Posted on 12-05-07 05:33 PM Link | Quote | ID: 71230


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Well, that's it for 8 PER SCANLINE - Season 1: "The Polygon Crystal".

Season 2: "The Quest for Popularity" will start... uh... whenever it's ready.

(I've currently got ideas for at least 80 more comics... I hope I'll be able to make them all.)

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Zem
Posted on 12-05-07 07:41 PM Link | Quote | ID: 71236


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Posted by Smallhacker
(I've currently got ideas for at least 80 more comics... I hope I'll be able to make them all.)

Only 80? If you spend another five minutes thinking about it, I bet you'll come up with 80 more! Don't be discouraged!

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DMM
Posted on 12-05-07 08:18 PM Link | Quote | ID: 71241


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Haha, a bigger 3D card board. Funny one

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Ramon
Posted on 12-22-07 09:41 PM Link | Quote | ID: 72030


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No matter what, the last panel of the last comic was absolutely the best

"...just in case we feel like redoing the Polygon Crystal storyline." xD Don't waste money on anything you just 'feel like doing'!

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jargon
Posted on 01-04-08 06:24 AM Link | Quote | ID: 72667


Ninji
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sad thing is that most graphics accelerator cards don't natively support exponential projection. which would have allowed the forced perspective to be completely overkill.

good comic tho. made me laugh pretty much every few frames.

Grand Theft Auto 2 is the only commercial game i know of that ever used exponential projection.

normally you use either orthogonal projection or inverse projection, one or the other.

orthogonal simply means lack of perspective.

inverse means you simply divide each of the horizontal and vertical axis by the depth into the screen, but this results in what is behind the camera to be upside -down, inside out, and grow in scale in reverse, while causing a divide by zero error at the camera itself, if you render at or behind the camera.

exponential simply means you use a multiplier and a constant rate of growth or decay for the depth axis for use in multiplying the horizontal and vertical axis, however this results in straight lines passing diagonally thru the depth to appear as being curved. This allows any depth to be rendered simultaneously while infinite far-plane is scale 0 and infinite near plane is scale infinite, basically two different horizons in opposite directions thru depth.

How Grand Theft Auto 2 solved the curving issue is simple, they rarely used diagonal lines, and if they did, they corrected the curve by connecting the dots between vertices straight edge style, or using a solid color texture. the curves are still noticeable, but only to the trained eye.

This is why you can see the tops of buildings you walk past despite them being 50ft behind the camera, and why your character doesn't cull out of view when you blow yourself sky-high with a molotov.

i can't wait for season 2.

keep up the good work.

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pieguy1732
Posted on 01-04-08 06:49 PM Link | Quote | ID: 72712


Ptooie
Note: I wasn't here because I wasn't here, not because someone switched the 7 and the 3.
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Unlike some comics, this is funny. :O

I like how the guy running the comic appears to be obsessed with time and money, and that the entire comic is run around it. My favorite parts were the "plot hole" and the bigger version of the 3D guardian.

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RT-55J
Posted on 01-05-08 02:38 AM Link | Quote | ID: 72764

Armor Guardian
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Suitably horrendous.

pieguy1732
Posted on 01-07-08 09:23 PM Link | Quote | ID: 72967


Ptooie
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Lol, I just noticed how all the comics had tooltips. I didn't know that that was Smallhacker until the second to last comic!

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Main - Modern Art - 8 PER SCANLINE New thread | New reply

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