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1047
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Developer / Art / Re: Pixellation in games
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on: May 22, 2012, 12:29:55 PM
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I might not be opposed to a super lo-fi game moving at a resolution smaller than the graphic's. I think the sprites would have to come to rest aligned with the grid though... not sure the best way to implement that... hmm...
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1049
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Developer / Art / Re: Pixellation in games
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on: May 20, 2012, 01:28:26 AM
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Disgusting
The word 'sub-pixel' causes me to have chest pain. Seriously the worst. ? subpixeling is a known/respected skill within the pixel art community  I wouldn't know, but if it's what I think it is than it is different than the kind of sub-pixels being discussed.
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1050
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Developer / Art / Re: Pixellation in games
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on: May 20, 2012, 01:16:11 AM
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Disgusting
The word 'sub-pixel' causes me to have chest pain. Seriously the worst. I use BlitzMax so to avoid these phenomena I use its SetVirtualResolution() function pretty religiously.
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1054
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Feedback / Finished / Re: Red Rogue
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on: May 16, 2012, 01:51:49 PM
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Haven't played this in a while, now I am addicted  I am in awe of the amount of work you've put into it  EDIT: I found a bug maybe? I started a new game after dying in the sewers, and my minimap was gone.
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1058
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Feedback / DevLogs / Re: moonman
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on: May 15, 2012, 06:31:50 PM
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Architect mode is a great idea, as is the dual hotbars. I would even go so far as to say you could extend the maximum build distance a bit in this mode. A caveat would maybe be that you could only switch to Architect mode when there are no hostiles nearby.
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