Thecoolestnerdguy
Level 2
while(!succeed) try();
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« Reply #60 on: February 23, 2013, 05:09:46 PM » |
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Edit: Let's see, we've got 16x16 placeholders, and 12x12 placeholders. So, that means we need... 6x6? Yeah, I think we need all kinds of weird resolutions. 7x13, maybe? What kind of prejudice people have against odd resolutions? Also, Ben made me LOL...
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minecraft didnt copyright squares
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VortexCortex
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« Reply #61 on: February 24, 2013, 01:43:52 AM » |
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Thingy inspired by this thread (not 12x12 because evil npot): Dev thread. Cool! I love the wizards and warriors. Seems there are more tile artists just arting for the sake of art than I had originally thought... Yeah, I think we need all kinds of weird resolutions. 7x13, maybe? What kind of prejudice people have against odd resolutions?
Actually odd number pixel width/height are nice for sprites (not so much for tiles, makes checkerboard dither hard) -- Sometimes it's nice to have a pixel row or column that's exactly in the center. I went with 6x6 for the example tileset because it'll be included in a tool, and I wanted it to be clearly not copyright-able (6x6 was the smallest I could make stuff and still be identifiable). 6x6 = 36pixels @ 16 colors = 18 bytes. One could trademark such a thing (like the Space Invaders' Aliens), but clearly it's fair use / fair dealings for 18 bytes of data...
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happymonster
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« Reply #62 on: February 24, 2013, 05:06:11 AM » |
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Nice 6 x 6 and 16 x 16 graphics guys! People will have a choice of sizes for their games anyway..
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VortexCortex
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« Reply #63 on: February 24, 2013, 01:46:15 PM » |
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Yeah, I think we need all kinds of weird resolutions. 7x13, maybe?
Sure, here you go! Back in the 80's computers came with a language to code in installed (usually BASIC, sometimes Lisp), but in Windows 2000 Microsoft stopped including QBASIC. Many hobbyists were PO'd that they'd have to buy a compiler. To prove that you could make games with only the default software installed in Win2K (sound recorder, IE, notepad, paint) I made Snack-Man. I didn't realize the walls were 11x11 until it was too late, so the ghosts and the snacker are 33px... Everything's way over saturated primary colors because MSPaint, 1-off project, and me being new to pixel art. The dots are cookies and power pellet is a pill -- How else could you "eat ghosts" unless you were heavily medicated? Why would anyone want to create a Pac-Man clone nowadays? Well, it's a great project for learning A* path finding, esp. since you already know how the game rules are supposed to work. Anyway, I had the image laying around for when I ever remake that old game in HTML5 as part of a 'Learn to code via Games' tutorial.
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Impossible
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« Reply #64 on: February 26, 2013, 11:13:46 AM » |
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I may add stuff that's not as essential (like animation frames)
I'm a huge fan of this style of low res, prototyping sprite sheet, but people rarely do even simple 2-4 frame basic animations for any of the characters monsters. This is generally ok for turn based games, but it can be hard to make a decent feeling platformer without some basic animation. TLDR, please include animation frames if you're going to make some!
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namragog
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« Reply #65 on: February 26, 2013, 11:25:41 AM » |
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Thingy inspired by this thread (not 12x12 because evil npot): Dev thread. oh my god this is gorgeous
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surt
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« Reply #66 on: March 02, 2013, 08:03:04 AM » |
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Not particularly useful, but quite plentiful. Randum.
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namragog
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« Reply #67 on: March 02, 2013, 06:21:40 PM » |
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wHAT THE HECK <3 THIS IS AMAZING LOOK AT THE GREEN ONE NEAR THE MIDDLE AAA
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gimymblert
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« Reply #68 on: March 02, 2013, 06:41:44 PM » |
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This thread should be rename JOY also nobody took that to make a delver texture pack?
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:^)
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« Reply #69 on: March 02, 2013, 07:28:10 PM » |
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NEW COMPO GAMES MADE WITH 10 TILES PER GAME FROM THIS SHEET: GOD THIS IS SO COOL
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namragog
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« Reply #70 on: March 03, 2013, 09:27:59 AM » |
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Challenge: IT CANNOT BE A SHMUP
WHATCHA GONNA DO NOW
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eigenbom
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« Reply #71 on: March 03, 2013, 04:27:02 PM » |
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Challenge: IT CANNOT BE A SHMUP
WHATCHA GONNA DO NOW
MATCH 3?
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Belimoth
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« Reply #72 on: March 03, 2013, 10:32:44 PM » |
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Procedurally generated Pokemon. ©Belimoth, 2013
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VortexCortex
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« Reply #73 on: March 05, 2013, 01:19:50 PM » |
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Procedurally Generated "Memory" Game.
On exit a confirmation message appears: Really quit the Alzheimer's Simulator?
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VortexCortex
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« Reply #74 on: May 17, 2013, 03:29:39 PM » |
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I extended some of the 12x12 placeholder tiles to create a placeholder tileset that's compatible with my HTML5 implementation of Marching-Squares. The template pattern is included so folks can extend the tile gradient. There's a transparent border to help with placement; Sometimes the similar tiles blend into one another. I'm writing a blog post that explains the tile layout / tile selection logic.
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happymonster
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« Reply #75 on: May 17, 2013, 11:46:30 PM » |
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That's really nice!!
Looking forward to the blog post to how you did this..
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VortexCortex
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« Reply #76 on: May 18, 2013, 09:41:39 PM » |
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That's really nice!!
Thanks! Looking forward to the blog post to how you did this..
I posted a link to it in the Tutorials sub-forum, as Marching Squares. I'm glad to answer any questions there if the explanation doesn't cover it.
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happymonster
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« Reply #77 on: May 19, 2013, 01:34:07 AM » |
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Excellent, I'll read this later! Thank you..
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Cellusious
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« Reply #78 on: May 23, 2013, 01:51:21 PM » |
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I don't know if this fits to be posted in here, but since I made new art for Echro; feel free to use this for anything you want
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happymonster
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« Reply #79 on: May 24, 2013, 09:06:38 AM » |
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very generous!
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