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Developer / Art / Re: The great 2D non-pixel art game graphics appreciation thread
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on: January 15, 2011, 06:23:20 AM
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Hmm. Muramasa animation seems really smooth. Does anyone have any idea how is Muramasa animated? Is it just high res sprites, some skeleton system with some base polygons attached to it, or something else?
Seems like it would use quite a lot of mem if it's all high res sprites at a high frame rate.
Pretty much the same way as Odin Sphere. You can see from this sprite sheet that the characters are made up of pieces that are moved (or scaled) indivudually. Adding to that they use morphing. It's amazing what a good morph can create from just two or three stills.
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6
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Player / Games / Re: IGF 2011 finalists revealed!
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on: January 04, 2011, 10:09:22 AM
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For those suggesting that the jury be made up of (or partly made up of) people who do not develop games or study game design in some form seem to fail to realise how much worse and more biased the judging would become.
One example being "technical excellence", and how people who are not into the development process of a game could never judge that category correctly. There's a good example of that in the comments on Indigames Blog about Minecraft where they say it didn't deserve the nomination because "the graphics aren't complex" or "the game still has bugs".
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7
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Player / Games / Re: IGF Drama/Conspiracy Thread
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on: January 03, 2011, 08:27:17 AM
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Cave Story then is even more obvious, that game was popular And popularity is never justified. I know I'm being very black and white, but if you pose your arguments they will always be nullified by the counter argument of "its popularity proves its worth". By the way, I was nominated for a game once I had never mentioned to anyone or released trailers for and it didn't have much fresh ways of gameplay. I'm just making the point people will always argue against each others tastes. And congrats, people!
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10
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Player / Games / Re: The Games Factory 2: Newgrounds Edition
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on: November 18, 2010, 07:04:40 PM
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If games like Noitu Love 2 and Knytt Stories can be made in MMF2, along with up coming games like Sky Invaders, Pitiri 1977 and a bunch more, then I see no reason why most of the users on TIGS would ever feel the need to complain. Noitu Love 2 could've been made with prettier effects, stable runtime, v-sync, global engine and about a dozen other things if Construct had been further along at that point. I've moved from MMF2 to Construct and I shudder whenever I think back. Noitu Love 2 barely runs well for some people, while if it was made with Construct would probably run well on anything (in terms of speed). Sorry Adam, but I don't see much reason to defend MMF2 at this point where Construct is so close to 1.0 and is perfectly stable for me to use.
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11
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Developer / Art / Re: Art
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on: November 13, 2010, 03:33:24 PM
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 Not getting more patient with backgrounds but I like the main motif. I could do better backgrounds if I put more time in but it takes me so damn long already.
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12
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Developer / Art / Re: Art
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on: November 07, 2010, 06:02:39 PM
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Probably, but I was going for how rain can create the appearance of mist over a distance. It gives a very special look and I wanted it too look "enclosed". I guess I didn't pull it off well. And the two farther layers of trees don't show up well on my second monitor so I guess there's that!
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13
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Developer / Art / Re: Art
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on: November 07, 2010, 04:02:57 PM
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 It's about time I learned to use other brushes (I always say that) so that I don't try to make whole backgrounds with the standard PS brush. I'm lazy with art as it is.
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15
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Developer / Creative / Re: What do you use for level editing?
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on: November 02, 2010, 11:58:18 AM
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I have yet to finish a game that had its own level editor (Solar Plexus had a crappy one), but the one I made in Construct is really great and dynamic for me, making level-making real fast and comfortable.
You don't NEED to make one in Construct since it has its own, but if you make your own you're making it the way you like it, and I guess you don't have to worry about really long save times or something since all the maps would be inside Construct's file.
Anywho, I love making editors.
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