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362
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Developer / Art / Re: show us some of your pixel work
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on: September 12, 2011, 12:25:56 PM
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Actually I like that a lot, zachstronaut. Besides some minor perspective-related inconsistencies (like the head getting bigger/moving higher when he faces away), it's really nice
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364
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Developer / Art / Re: show us some of your pixel work
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on: September 09, 2011, 09:07:45 PM
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Hello, Jared. That looks nice, but I think it looked a bit better as the less-saturated frame just before the final one in the .gif. I'd like to see some more color experimentation from you, because a more muted color style would probably fit your strong shape style rather well
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365
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Developer / Art / Re: Art
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on: September 08, 2011, 10:44:43 PM
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I've been sketching various things on my huge whiteboard again lately. It's a nice way to wind down before bed every night, especially after a day of nearly 8am-11pm straight classwork and labs  I got a nice yelp from one of my dorm suitemates when he saw this one, so I figured it was terrifying enough to share. For scale, that's about 4'x3' large
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366
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Feedback / Finished / Re: Fez
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on: September 02, 2011, 06:58:34 PM
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I think that is the loveliest little cat I have ever seen
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367
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Community / Competitions / Re: Ludum Dare 21!
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on: August 19, 2011, 05:45:02 PM
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I'm gonna try this Last time I did a Ludum Dare it was pretty sweet, so this should be pretty fun
gluck with your weekend dev
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370
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Developer / Technical / Re: More GML Derp-ery from Amon26
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on: August 09, 2011, 06:22:58 PM
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d3d fog is a really good idea
here's me re-stating paul's first idea, hopefully with less astronaut-talk:
1: copy all the sprites you want to fade
2: desaturate each of them to grayscale manually in gm's image editor or whatever you want to use. gm's image editor can do this in at least two different ways: under the menu "images" you can hit "black and white" or "intensity". if you hit "intensity" just drop the saturation to the lowest it goes
3: when one of the things draws itself, have it also draw the grayscale version of its sprite at a specific alpha transparency relative to its depth.
that way when its far away, it will look like it has faded to gray, and when it's closer, it'll be in full color. if you don't want gray, you can change the image_blend of the grayscale sprite to the sky color or whatever you want it to be
hope that helps clear it up a bit. this is probably the best solution, imo. i don't know enough about how well the d3d fog would work
i think there's also an extended blend mode which can accomplish desaturation but it'd be difficult to find the right settings
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372
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Developer / Art / Re: show us some of your pixel work
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on: August 05, 2011, 03:19:27 PM
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some tips instead of complaints:
people like it when you show your reference along with the piece you made with it
pixel-tracing is a valid practice method, i used to do it all the time, and still do it frequently. it's how i make my avatars, usually. it's good fun. just don't try to pass off a piece you traced as one you did freehand because people will call you out on it
practice making your dithering look more natural. mix up the patterns a bit more to make the transitions smoother. your dithering is especially weak around the hair, chin, and collar
your outlines are pretty inconsistent. selective outlining is a risky technique, be careful with it
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374
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Developer / Business / Re: 1USD on XBLIG - Free on PC
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on: August 01, 2011, 09:26:30 AM
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I say go for it if that's what you want to do. It's certainly worth a try.
What's the game made in now? If it's already in XNA then it should be really easy to port it, and if it's not then you stand to learn a lot by porting it
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375
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Developer / Technical / Re: period binary function with varying wavelength?
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on: July 27, 2011, 09:59:15 PM
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For square-wave types of things I usually build off the simpler oscillator of (-1)^x. If you can use a rounding function to ensure high or low values: round(0.5+(-1)^(x)/2)*2 Then just replace x with something like x+sin(x) Here's an example Though really, for random generation I find it is much simpler and probably more efficient to use iterative algorithms than trying to write a single function for it. For tweakability just replace any magic numbers you put into your algorithm with variables, or write a new one for each new type of level and guess-and-check until you get the style you want
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376
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Developer / Technical / Re: GameMaker. X,Y coords = split the difference?
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on: July 24, 2011, 06:05:54 PM
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Paul, I think you mean this: x = (obj_A.x + obj_B.x)/2; y = (obj_A.y + obj_B.y)/2; Which would just be the average the coordinates of the two objects you fixed it
If you wanted to have a value other than half, you could do this A+((B-A)*M), where A and B are the values and M is the merge value (0 will make it A, 1 will make it B, and anything else will interpolate linearly) Or just use 0.5 for M if you want half This is what knight meant, I think
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377
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Player / Games / Re: subtitles
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on: July 21, 2011, 10:12:34 AM
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Deafness runs in my family so I like watching everything with subtitles on. That way if I go deaf too, I'll be used to the subtitles already. Anyway I like subtitles and don't see why having an option for them would ever bother anyone. Just keep them off if you find them distracting
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378
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Feedback / DevLogs / Re: Space Parasite (Doom Machine)
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on: July 11, 2011, 10:37:04 PM
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any thoughts on allowing players to actually reduce their point totals in the customisation screen, by clicking on filled boxes Oh, right. It's pretty late now but I'll try to put that in tomorrow. Until then, I guess people can just clear their data in the options menu to start over completely
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379
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Feedback / DevLogs / Re: Space Parasite (Doom Machine)
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on: July 11, 2011, 05:34:25 PM
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Wow, thanks a lot for all the positive feedback, Destral. I think that's pretty much exactly how we wanted the game to feel.  It also feels like the game would lend itself really well to power-limited leaderboards - you could have a leaderboard for people who play with only 5 attribute points, 10 attribute points, etc. That might give it a fair amount of replay value through customisation, but of course would require additional work.
Hey, that's a really good idea! I never thought of that. That just makes a ton of sense for this game. With the way the highscores are currently set up, it's like zero extra work to put that in. I'm gonna go do it now, actually. Expect it up within the hour Okay it should be up. Seriously dude I love that idea, thank you for it I worried that seeing the highest scores would deter players at lower levels from pushing through up to the higher ones, but didn't really give it enough thought to come up with such an elegant solution. I currently can't make an iPhone port because I'm on a PC, and Apple only lets people on Macs dev for their products (please tell me if I'm wrong). I also don't have an iPhone or smartphone of any sort, but maybe Kramlack does. If we ever get the chance to, I'm sure we'll consider porting it or making a sequel or something. I'll probably be too busy, though
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380
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Player / Games / Re: Another BLITZKAST here! Ohhh yeah!
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on: July 10, 2011, 08:23:33 PM
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my game isn't nearly done but i'm done with it for now

POLYGON RIDERarrow keys move. just collect the pyramids and hold on for your life. also if you feel you need to, you can press z to jump, but it's useless. i was gonna add other bumper-racers and some legitimate obstacles, but i've spent too much time on this already
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