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879989 Posts in 33015 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 12:51:27 PM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 1
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DrPetter
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« Reply #105 on: February 23, 2007, 12:36:55 PM »

Bezzy: Use a comfortable (and unique) background color while drawing the frames and fill it with devil's pink when you're done, just before saving the final image. To make really sure you don't miss any pixels you can use a color replacement function if your paint app has it.

That color really is horrible though, I tend to use something else as colorkey for my own apps. As long as you don't accidentally use it for something else anything is ok, unless you need to use some library that requires FF00FF of course Smiley

You guys are really pushing a serious amount of frames. This might turn out a little bit like Lemmings or Benefactor - one of those games where you have miniscule characters with insanely fluid animations. I love those, where fluidity of motion is limited by resolution rather than framerate.
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PoV
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« Reply #106 on: February 23, 2007, 12:43:11 PM »

I started toying with the moving platform... but I'm not sure I like any of the results.  I wanted to do something mechanically cool with the "grey bolt" you see everywhere in the reference image.  Here's what happened.

1.


2.


3.


4.


5.


6.


7.


8.


9.



Maybe 3 or 4.  Anyways... that's enough for today.
« Last Edit: February 23, 2007, 12:52:29 PM by PoV » Logged

Mike Kasprzak | Sykhronics Entertainment - Smiles (HD), PuffBOMB, towlr, Ludum Dare - Blog
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« Reply #107 on: February 23, 2007, 12:46:35 PM »




For a second I thought he was pooting from the strain.  I guess that's foot sweat falling off?
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Bezzy
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« Reply #108 on: February 23, 2007, 12:52:36 PM »

It's meant to signify him wiggling his legs. But farting makes sense too, I guess.
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BMcC
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« Reply #109 on: February 23, 2007, 01:17:25 PM »

Gettin' kinda frustrated tryin' to get pxtone to work.   Angry

And it might not be cross-platform safe.  Cry

But everything else is good.  Those animations are great, by the way!
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BMcC
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« Reply #110 on: February 23, 2007, 02:39:44 PM »

Hey, Bezzy -- it'd probably be easier to implement the ledge climbing animation if it were fixed on the corner of the platform, if you know what I mean.

But I can do that myself if it's too much of a bother.

EDIT:  ATTN all animators:

I know I said 16x16 before, but it doesn't matter how big the frames are, really, as long as the animation is fixed on a point.  All the frames should be the same size, though.

If, however, you're doing an animation that actually translates the character's position, like climbing a ledge, I'd like it to be fixed on the object the character's navigating.  (Though, climbing ledges is the only thing I can think of that meets that criteria so far.)

Word.
« Last Edit: February 23, 2007, 02:50:22 PM by BMcC » Logged

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« Reply #111 on: February 23, 2007, 02:44:54 PM »

Gettin' kinda frustrated tryin' to get pxtone to work.   Angry
And it might not be cross-platform safe.  Cry

sniff

DrPetter to the rescue? Wink
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Bezzy
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« Reply #112 on: February 23, 2007, 02:50:58 PM »

Hey, Bezzy -- it'd probably be easier to implement the ledge climbing animation if it were fixed on the corner of the platform, if you know what I mean.

But I can do that myself if it's too much of a bother.

Perhaps the approach I went with was a bit over complex. Just the first thing that came into my head. I'm afraid I've deviated too far from my current project to help out. However, could you clarify a bit? Maybe someone else doesn't mind doing the dirty work? Do you mean having a 32x32 animated tile, where the world isn't shifting? Cos that'd work, too.
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BMcC
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« Reply #113 on: February 23, 2007, 03:03:08 PM »

Hey, Bezzy -- it'd probably be easier to implement the ledge climbing animation if it were fixed on the corner of the platform, if you know what I mean.

But I can do that myself if it's too much of a bother.

Perhaps the approach I went with was a bit over complex. Just the first thing that came into my head. I'm afraid I've deviated too far from my current project to help out. However, could you clarify a bit? Maybe someone else doesn't mind doing the dirty work? Do you mean having a 32x32 animated tile, where the world isn't shifting? Cos that'd work, too.

It doesn't matter how big the animation frames are, but yeah, what I mean is if he's climbing up the ledge and actually moving his position from hanging on the side to the top, it'd be easier if the background in the animation was stationary.

In the case of his "normal" animations, they should loop easily with the focus on him.

I hope that made sense -- I'm kinda distracted right now.

EDIT:  I need to shower.
« Last Edit: February 23, 2007, 03:20:06 PM by BMcC » Logged

Arne
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« Reply #114 on: February 23, 2007, 03:25:35 PM »

Here's another. As you can see I'm using 3 tile high floors. This might be a problem, cuz he'd bump his head trying to jump over stuff.

Possible solutions:
? Use 4 tiles high floors (a bit more dead space).
? He crouches while jumping and has a decent forward velocity.
? Enemies are lower, like scorpions on the floor, etc.
? He simply can't jump over some 8px high stuff.
? He has to use rails in the roof.
? His head has the collision hotspot a bit down (although that might look funny if the terrain tiles are drawn over him (but that's just a draworder deal isn't it?)).
? (edit) The floor-tiles can somehow be less than 8px high for collision measuring (that would violate the 8*8px collision map).
? (edit) The enemies are smaller than their graphics (I favor this one, since it's really annoying to die due to wonky collision detection!).

I made some background stuff, blended 50% with the dark cold gray. In Impossible mission the hero has to search all those ... I guess they're magnetic storage devices, for clues... then there's a puzzle screen.

EDIT: Open Directory here
« Last Edit: February 23, 2007, 04:20:10 PM by Arne » Logged
Derek
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« Reply #115 on: February 23, 2007, 03:25:57 PM »

I'm assembling all the anims onto a single sprite sheet right now.  Btw, here's a grid you guys can use for laying out 16x16 tiles, if you need it.  Just set the yellow to pink when you're done:

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Arne
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« Reply #116 on: February 23, 2007, 03:35:42 PM »

The reason for the strange oval bolt size is that I was tired of conforming to overly symetric stuff, I'm trying to learn to pixel with 'uneven pixels'... if that makes sense. Attaching another bolt rotation solution.
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PoV
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« Reply #117 on: February 23, 2007, 03:38:04 PM »

That Impossible Mission scenario looks great.  Not that there's any plans for combat, I would have so loved to blow up those stupid robots in the original game.  You're so helpless against them.

I like what you've done with the bolts.  I didn't think the gap one would look as good as it does.  Nice.
« Last Edit: February 23, 2007, 03:39:44 PM by PoV » Logged

Mike Kasprzak | Sykhronics Entertainment - Smiles (HD), PuffBOMB, towlr, Ludum Dare - Blog
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« Reply #118 on: February 23, 2007, 03:46:28 PM »

I'm in my underwear right now.  Lips Sealed

@Arne:  I can't see any of your attachments!  Neither the one from last night nor the ones now!

@Derek:  I'd prefer separate sprite sheets, actually.  'Cuz with all these different folks making animations, they're aren't likely to line up anyway.
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« Reply #119 on: February 23, 2007, 03:49:58 PM »

The thing I wanted to do to my own game today ended up being really quick, and I didn't feel like I could leave the gifs half done (even if they're only used for placeholder). So here we are: 32x32 tiles, where the bottom right 8x8 is the block being mounted - left invisible, obviously.




The last frame's positioning might need some work... see what happens, though.
« Last Edit: February 23, 2007, 03:57:12 PM by Bezzy » Logged

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