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878733 Posts in 32935 Topics- by 24343 Members - Latest Member: Good Enough Games

May 22, 2013, 01:45:19 PM
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1  Developer / Art / Re: 2D terrain lighting on: July 13, 2012, 02:11:56 PM
Here's another test, with some tweakage, and using DustyDrakes idea of making the foreground pop a bit by upping a lighting level..



This one Smiley

And about the last version: I think you should have more light levels at the foreground, I don't really like the look of the current foreground of these images:
Here's some more images, crossposted from my devlog


2  Developer / Art / Re: 2D terrain lighting on: July 11, 2012, 01:59:20 PM
I think you should really continue with the last effect, it works very good!
3  Developer / Technical / Re: Calculating scale to fake 3D on: May 21, 2012, 01:51:02 PM
True and drawn_x = screen_center_x+(x-screen_center_x)/z same for y  Smiley
4  Developer / DevLogs / Re: Depths on: February 23, 2012, 01:57:40 PM
Wait a minute... The piq main character is now playing in two games at the same time  WTF he's a bizy soapguy!
The tiles etc. look very un-piq-like and nice!
5  Developer / DevLogs / Re: Piq on: January 14, 2012, 02:55:59 PM
Very unique and nice art style! I like your winter palette the most, is there also going to be ice in winter???
6  Developer / DevLogs / Re: The Archer on: January 07, 2012, 03:56:55 PM
Uhm…
Yes I guess you are right Embarrassed

Do you know if there is a way to make an object have 2 different collision shapes? If so, it is pretty easy to solve this:
You could use one for collision with walls and enemies and on for the feet!
7  Developer / DevLogs / Re: The Archer on: January 07, 2012, 02:04:13 PM
A climbing animation, that's actually way easier than making those collision shapes, cause you have to do many of them. It also adds more freedom to the game if you add more anymations I think...
Well your map looks pretty overthought and I can't wait to explore it  Grin
8  Developer / DevLogs / Re: The Archer on: January 06, 2012, 03:43:50 AM
i think you should make the steep slopes have a different collision masks, maybe 5 pixels lower or something like that  Wink

edit:


red = slope collision shape.
green = slope sprite.
blue = player collision shape.

well you get the point...
9  Developer / DevLogs / Re: The Archer on: January 01, 2012, 10:19:36 AM
NICEEEE! Kiss
10  Developer / DevLogs / Re: Megabyte Punch on: December 05, 2011, 10:25:35 AM
haha Sinterklaas Grin
en het ziet er sowieso goed uit! / and it looks good either!
11  Developer / DevLogs / Re: Secrets of Grindea (new video + homepage launch) on: December 05, 2011, 07:32:40 AM

that's a good tutorial  Cheesy

I have always liked rpg's and this is going to be a very good one  Smiley
12  Developer / DevLogs / Re: Thaumaturgy on: December 04, 2011, 02:47:31 PM
I thought the wizard was pixels first Embarrassed
Best ASCII art I have seen in a while  Hand Thumbs Up Right
13  Community / Announcements / Re: McPixel on: December 03, 2011, 02:51:57 PM
This looks freaking awsome! I gona test of tomorrow  Smiley

I don't know if you already have a level like this, but here is my idea:
You're under the statue of liberty. Climb with rope item. Trow torch down on people beneath you.
14  Developer / DevLogs / Re: Another Thursday on: November 26, 2011, 03:20:22 PM
I love the art and the concept Wink
I'm really exited to play the first path
15  Developer / DevLogs / Re: severance. on: November 26, 2011, 03:08:41 PM
I liked the green grassy ground better, but the red buttons make sense.
I'd really like to see some gameplay though  Smiley
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