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341
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Player / Games / Re: Knytt Online Beta thread
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on: October 22, 2009, 07:54:35 AM
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3. The game runs at 60 FPS rather than the old 50 FPS. I'm not sure how you find that anoying though, it looks better to me  well not if you don't use timing in your code.... when you improve the framerate you have to keep everything moves more smootly but at the same speed (more frames but equal movement in time). The human eye can barely feel the difference from 50 to 60 fps anyway
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342
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Player / Games / Re: cute game!
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on: October 22, 2009, 07:50:56 AM
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A really good example of how fucking up something simple like jumping can completely ruin something otherwise compelling.
QFT
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345
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Developer / Art / Re: show us some of your pixel work
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on: October 21, 2009, 09:10:32 AM
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  not the best but it works, done very quickly :] i'll prolly edit the forward and backward ones cause i was going for having it not swinging the arms and i've ended up making them swing on the other ones... also his arms are too big on those ones
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347
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Developer / Creative / Re: Today I created...
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on: October 21, 2009, 07:51:10 AM
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you need to do a point and click adventure using photos and those little things as characters, stop-motion style
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348
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Feedback / Playtesting / Re: Spelunky v1.0!
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on: October 21, 2009, 07:50:03 AM
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Just a quick question out of curiosity but is a WiiWare port of Spelunky ever a possibility, Derek?
Because that would be all flavors of awesomesauce.
sure it's called La-Mulana, ba-dum-tish!
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349
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Developer / Business / Re: Nitrome are Hiring - 20 / 10 / 09
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on: October 21, 2009, 02:16:30 AM
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you use FLEX SDK to make flash develop and flex builder to work.. saying "made with flex" means you are using the flex sdk package instead of flash cs*. When i say i made something with DirectX i mean using the directx api package, but i'm prolly using d3d mostly. Flex is the whole thing, it has a debugger, UI apis, MXML\actionscript 3 bindings and so on.
Anyway, let's get back IT...
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350
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Developer / Art / Re: Why pixel art?
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on: October 21, 2009, 01:51:41 AM
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It's true that pixel art is not very good,have you seen blueberry garden?
blueberry garden has an awesome and very original style
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351
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Developer / Art / Re: show us some of your pixel work
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on: October 21, 2009, 01:08:14 AM
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note to self: if you're going to do a 8-directional animated sprite DO THE FUCKING LIGHT COMING FROM ABOVE
With this jack-o-lantern dude, the majority of light should come from inside his head, right? no, a lantern doesn't lit itself
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352
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Developer / Business / Re: Nitrome are Hiring - 20 / 10 / 09
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on: October 21, 2009, 01:06:09 AM
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Flex is not an IDE. Flex builder is. Flex is a framework. Games are not made with flex (unless you're crazy).
when you use flex builder you're using flex to compile, games ARE made with flex, unless you're stupid.
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353
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Developer / Art / Re: show us some of your pixel work
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on: October 20, 2009, 06:12:17 AM
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 four more sides to go... then i'll need to start animating it  .....  edit:  note to self: if you're going to do a 8-directional animated sprite DO THE FUCKING LIGHT COMING FROM ABOVE
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354
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Developer / Business / Re: Nitrome are Hiring - 20 / 10 / 09
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on: October 20, 2009, 06:05:38 AM
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I could apply for both the positions  and moving to uk would be a dream, but the flash games biz is not what i'm currently aiming... loved almost every Nitrome games It's interesting to see a company making a living and even growing out of flash games anyway
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355
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Developer / Art / Re: 3D thread
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on: October 20, 2009, 03:57:53 AM
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Nah, textures aren't necessary. But the shader could stand to be a lot easier on the eyes, like a toon shader or even just flat color.
flat color without textures? well if you want to do a game that looks like another world prolly...
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357
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Developer / Art / Re: Why pixel art?
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on: October 20, 2009, 03:36:54 AM
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lol, this one uses sprites ripped from a lot of different games, nothing original really, he just ripped off sprites from a shitload of snes games Get it right, I ripped them from a lot of 32 bit games, not SNES, and I spent 2 years coding it so I didn't have time to create original graphics while coding. I have a life  "i have a life", that's the dumbest thing someone can say on a forum, everyone has a life you know? It's just that someone prefer to do original things someone doesn't. I wasn't criticizing your work in any way. I wasn't even saying "OMG this dude is such an asshole doing so", because it's a fan game project so i'm ok with it. But it was posted as proof that indie developers can craft good looking pixel art at the levels of snes\ '90s arcade games, so it made me laugh  good luck with the game, it looks very good even if your efforts on that side are minimum, but it's still very very promising.
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359
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Feedback / DevLogs / Re: Samurai Railroad Mansion DX(flash)
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on: October 19, 2009, 03:49:43 AM
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Take a look at some NeoGeo/arcade intros to see all that can be achieved with just a couple well selected frames.( here for example) are you joking? that intro uses tons of frames for each short animation  BTW lurk are you making it for psp minis? I got some contacts at sony if you're interested in doing it commercially, but prolly you're already on that way
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