View topic - Kernel Panic Logo Title



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PostPosted: 07 Aug 2010, 21:18 
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Also, just so you know, I'm not actually whoring the idea of me making a logo for KP. Would be helpful if somebody else could have a crack at making one too. I'm just trying to get a logo sorted for the Spring Network site.

Oh and Zwzsg, would be useful if you posted your logos on a background other than black so I can tell if the fill colour is black or just transparent.


Last edited by Jazcash on 07 Aug 2010, 21:56, edited 1 time in total.

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PostPosted: 07 Aug 2010, 21:29 
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The answer to which is this question:

Given that vector graphics where drawn by electron tubes on old arcade games, where would one buy a cathode ray tube producing black light on a black background??


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PostPosted: 07 Aug 2010, 21:55 
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Jazcash wrote:
Zwszg.


OHLAWDFAIL


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PostPosted: 07 Aug 2010, 21:55 
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zwswzwswswszwwszwszg


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PostPosted: 07 Aug 2010, 22:35 
Kernel Panic Co-Developer
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Jazcash wrote:
Oh and Zwzsg, would be useful if you posted your logos on a background other than black so I can tell if the fill colour is black or just transparent.
Here: My logo title image, with transparency, put in situation.


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PostPosted: 08 Aug 2010, 05:02 
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Joined: 23 Oct 2004, 00:43
Well, to be fair KP does have a lot of pixellated effects... but in general, yeah.

Think Vectrex, not NES.

Vectrex title-screens:

Image

Image


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PostPosted: 10 Aug 2010, 18:30 
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KaiserJ wrote:
Image

Nice mullet, Mario!


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PostPosted: 16 Aug 2010, 13:57 

Joined: 16 Aug 2010, 11:51
I just wanted to say that I (boirunner) created the original logo, and I can't remember what typeface I used. I agree that a logo should look vectory, not pixely. Also, nice job, everyone. I really loved Peets oscilloscope version :D


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PostPosted: 16 Aug 2010, 15:15 
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Finally my blood and sweat and toil are appreciated.


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PostPosted: 19 Aug 2010, 04:19 
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Peet wrote:
I hand-wrote a wav file to do this, I hope you like your new logo.

Image
To render it ingame, I would just need a .wav to analog signal converter widget, and an oscilloscope widget. Any Lua coder around got that?





In other news, I added some bevel to my logo:
Image


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PostPosted: 19 Aug 2010, 16:11 
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I experimented some more:

Image


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PostPosted: 19 Aug 2010, 16:28 
Conflict Terra Developer
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I like the ones on the right.


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PostPosted: 19 Aug 2010, 16:31 
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I like left bottom, but im biased because i like teal color.


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PostPosted: 19 Aug 2010, 16:32 
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i like them all but would have to pick top-right as my favourite


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PostPosted: 20 Aug 2010, 01:59 

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I like the teal one too, makes me think of Tron.


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PostPosted: 20 Aug 2010, 03:47 
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zwzsg wrote:
Peet wrote:
I hand-wrote a wav file to do this, I hope you like your new logo.

Image
To render it ingame, I would just need a .wav to analog signal converter widget, and an oscilloscope widget. Any Lua coder around got that?

warning: untested and written at 4 AM
Code:
local glBeginEnd = gl.BeginEnd
local glColor = gl.Color
local glLineWidth = gl.LineWidth
local glVertex = gl.Vertex
local glRect = gl.Rect
local GL_LINES = GL.LINES
-- remember to repositionate everything using gl.Translate where you want before calling this code!
local horizontalDivisions = 10 -- 10 main divisions
local verticalDivisions = 8 -- 8 main divisions
local cellSideSize = 10 -- division size, in pixel ( you should use a number divisible by 5, for subdivisions! )
local horizontalSize = horizontalDivisions * cellSideSize
local verticalSize = verticalDivisions * cellSideSize
local oscopeBackground = glCreateList( function()
   glColor(0.5, 1.0, 0.5, 0.3)
   glLineWidth(1.0)
   glRect( 0, 0, horizontalSize, verticalSize ) -- draw faint green background
   glColor(0.0, 0.5, 0.0, 0.5) --darker grid
   glLineWidth(0.8)
   local horCount = 0
   while( horCount < (horizontalDivisions+1) ) do -- draw vertical lines
      glBeginEnd(GL_LINES, function()
         glVertex( horCount*cellSideSize, 0)
         glVertex( horCount*cellSideSize, verticalSize)
      end)
      horCount = horCount +1
   end
   local verCount = 0
   while( verCount < (verticalDivisions +1) ) do -- draw horizontal lines
      glBeginEnd(GL_LINES, function()
         glVertex( 0, verCount*cellSideSize)
         glVertex( horizontalSize, verCount*cellSideSize)
      end)
      verCount = verCount +1
   end
end)
local horizontalScale = 1
local verticalScale = 1
local centerPosition = verticalDivisions/2 * cellSideSize
local verticalGain = verticalScale*cellSideSize*verticalDivisions/2
local wavestream = { 0.1, 0.5, -0.3, 0.33  } -- index = sample index, content = value normalized between +-1
local kplogo = glCreateList( function()
   glColor(0.9, 1.0, 0.9, 1.0) -- bright line marks
   glLineWidth(1.5)
   --glSmoothing() --perhaps enable smoothing?
   local previousValue = 0
   for x,y in ipairs(wavestream) do
      local currentPos = (x*horizontalScale) % (horizontalSize)
      local previousPos = ((x-1)*horizontalScale) % (horizontalSize)
      if previousPos ~= (horizontalSize-1) then -- don't draw the line connecting end to begin
         glBeginEnd(GL_LINES, function()
            glVertex(previousPos, centerPosition + previousValue*verticalGain) -- draw a segment connecting to the previous sample
            glVertex(currentPos, centerPosition + y*verticalGain)
         end)
      end
      previousValue = y
   end
end)


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PostPosted: 21 Aug 2010, 01:11 

Joined: 18 Aug 2010, 21:55
luckywaldo7 wrote:
I like the teal one too.


me three


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PostPosted: 13 Nov 2010, 01:05 

Joined: 29 May 2005, 10:18
Location: Eindhoven, Netherlands
Image

Feedback?

Rendered @ 1920x1080: http://timblokdijk.nl/spring/Kernel%20Panic/logo/kernel0_hd.png


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PostPosted: 13 Nov 2010, 01:28 
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Joined: 19 Aug 2009, 15:09
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I like it a lot. Thought of possible ways for improvement but the longer i look at it the more i think it needs nothing else. Simple but not boring.


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PostPosted: 13 Nov 2010, 01:42 
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Joined: 24 Oct 2007, 03:49
Location: Sydney, Australia
Tim Blokdijk wrote:
Image
Feedback?


It hurts my eyes if I look it at for more than a few seconds... but i love it!


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