Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

877206 Posts in 32849 Topics- by 24292 Members - Latest Member: DeviantYoda

May 18, 2013, 08:29:33 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsBootleg DemakesCorner's Shiny [FINISHED]
Pages: 1 [2] 3 4 ... 6
Print
Author Topic: Corner's Shiny [FINISHED]  (Read 37733 times)
Akatosh
Level 0
**



View Profile
« Reply #15 on: August 03, 2008, 05:52:08 AM »

So... I've started with scripting the basic platformer engine. So far, things are moving on smoother than expected. Right now, the whole thing is more or less held together by prayers and spit, but for something I more or less pulled out of my ass, it works surprisingly well.

In case anybody was wondering whether this is live.

[/thinly disguised bump]
Logged
Klaim
Level 10
*****



View Profile WWW
« Reply #16 on: August 03, 2008, 05:56:53 AM »

Here pause stance is not very dynamic for someone who is ready to jump and run on the roofs...
Logged

http://www.klaimsden.net | Game : NetRush | Digital Story-Telling Technologies : Art Of Sequence
Lukas
Level 3
***



View Profile
« Reply #17 on: August 03, 2008, 06:13:04 AM »

Quote
Here pause stance is not very dynamic for someone who is ready to jump and run on the roofs...

Yeah, it's more like the "I need to relax and find my inner balance again -stance."
 Tongue

Logged

I make (60s/70s) rock music. Listen to my band's new album here: www.speicher.bandcamp.com
Lukas
Level 3
***



View Profile
« Reply #18 on: August 03, 2008, 08:56:39 AM »

Okay, I worked over that sprites. :/
Thank you Cow for kinda showing me the right way! The Nes'd ones are from Cow!
They look awesome and are actually the more accurate ones concerning the NES's restrictions... but I'll still take the upper ones, I guess. that's the colour palette I need, because Faith from the original actually has that colour palette. Smiley

I'm pretty shure I can still improve those thingies but since I just started doing such pixel things I think this is okay so far. Smiley

Logged

I make (60s/70s) rock music. Listen to my band's new album here: www.speicher.bandcamp.com
Melly
Level 10
*****


This is how being from "da hood" is like, right?


View Profile
« Reply #19 on: August 03, 2008, 09:40:23 AM »

Sorry but the NES can only have sprites of 3 colors. The 4th color is the transparent pixels.
Logged

Feel free to disregard the above.
Games: Minus / Action Escape Kitty
cyber95
Level 5
*****


The Computer is your friend.

cyber95@shaw.ca cybrspce95
View Profile Email
« Reply #20 on: August 03, 2008, 09:42:04 AM »

Sorry but the NES can only have sprites of 3 colors. The 4th color is the transparent pixels.
Megaman somehow cheated this.
Logged

Carnivac
Level 0
***



View Profile
« Reply #21 on: August 03, 2008, 09:43:19 AM »

Sorry but the NES can only have sprites of 3 colors. The 4th color is the transparent pixels.
Megaman somehow got away with 4 colours and transparency.

Yeah a lot of games appeared to use two sprites for characters, perhaps top and bottom half to get more colors.

I think, but my memory is a bit fuzzy, that I saw Mega Man's face as an overlay to his body sprite someplace.
Logged

Melly
Level 10
*****


This is how being from "da hood" is like, right?


View Profile
« Reply #22 on: August 03, 2008, 09:46:32 AM »

Well, there is that, yes, but I bet that limited the number of sprites they could use for anything else.

But since Mirror's Edge seems to usually have very few characters on screen at any one time (deducing from the footage of it seen so far) that might not be an issue.
Logged

Feel free to disregard the above.
Games: Minus / Action Escape Kitty
Carnivac
Level 0
***



View Profile
« Reply #23 on: August 03, 2008, 09:49:38 AM »

Well, there is that, yes, but I bet that limited the number of sprites they could use for anything else.

Could be a reason why Mega Man games were often more flickery than a lot of others.  If the face and body were seperate that was already two sprites on the same horizontal plane before including enemies and objects.

But anyways yeah shouldn't be a problem here.
Logged

moi
Level 10
*****


shitposting is the new black


View Profile WWW
« Reply #24 on: August 03, 2008, 10:47:05 AM »

Yeah but there's also the limitation in pixel size if you want to go that way  Wink
Logged

lelebęcülo
Lukas
Level 3
***



View Profile
« Reply #25 on: August 03, 2008, 01:19:15 PM »

Quote
Yeah but there's also the limitation in pixel size if you want to go that way


Please explain. Smiley
Logged

I make (60s/70s) rock music. Listen to my band's new album here: www.speicher.bandcamp.com
moi
Level 10
*****


shitposting is the new black


View Profile WWW
« Reply #26 on: August 03, 2008, 02:08:51 PM »

well sprites have to be 8x16 pixels maximum. You can stack several sprites (thus increasing pixel and color limitations) but you generally have only 64 sprites to work with for the whole screen.
Logged

lelebęcülo
Nate Kling
Pixelhead
Level 9
******


Caliber9

nkling00@gmail.com n8klng
View Profile WWW Email
« Reply #27 on: August 03, 2008, 03:11:15 PM »

I don't know if you have to be so legalistic about the color rules.  I think you should try to follow them as closely as possible but if you have to bend some of the rules a bit to make it look better I say go for it..but thats just me.  I think its looking great so far, can't wait to see an update.
Logged

Lukas
Level 3
***



View Profile
« Reply #28 on: August 10, 2008, 06:29:46 AM »

We decided to make the game more NESy.
And I wanted to make the sprite look more NESy too. Aswell as the animation.
(Of course she has too many colours in the sprite but I don't think that's a reason not to do it. I think it still looks retro this way...)



We decided to let Ninja Gaiden (NES) guide us to build up basic game mechanisms and how they work (like running and jumping). The game really felt good and since the FF7-bootleg used many ripped-off aspects from FF1/2/3 I think it's a good idea to add a bit of Ninja-Gaiden-flair here. Not too much, though.
We are definately including changes: The graphics will always be pretty original so we don't use any direct ripoffs, the momentum-based-gameplay I promised will also find into the game.
The actual running speed of the character doesn't change as he picks up momentum, but there is a "momentum-gauge" which fills up whenever the character runs or grinds down a wire. When this gauge reaches certain points it adds a stronger jump or special abilities like sliding or walljumps. As the character stops running (or jumps/grabs/climbs) his gauge falls again.
So a constant pace has to be there if the player wants to make the harder levels in time.


hope we can pull this off...
BaronCid
Logged

I make (60s/70s) rock music. Listen to my band's new album here: www.speicher.bandcamp.com
moi
Level 10
*****


shitposting is the new black


View Profile WWW
« Reply #29 on: August 10, 2008, 08:02:45 AM »

looks nice Beer!
Logged

lelebęcülo
Pages: 1 [2] 3 4 ... 6
Print
Jump to:  

Theme orange-lt created by panic