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1025834 Posts in 41112 Topics- by 32714 Members - Latest Member: glintycreative

July 23, 2014, 08:02:27 AM
TIGSource ForumsCommunityCompetitionsAssemblee: Part 2!
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bigpants
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« Reply #30 on: December 06, 2009, 11:17:53 AM »

Can I create my own assets to supplement the existing?
i.e. create my own background, download another font
Or does every single asset have to come from Part I?

A lot of characters/animations are strictly left/right.
Am I allowed to manually create an up/down/diagonal view
so I can use them for an overhead/isometric game?
The current rules say no, which means I'm forced to create
a side scroller if I want to use a lot of characters.

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moi
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« Reply #31 on: December 06, 2009, 11:41:54 AM »

no you can't create new assets, but look again, there are A LOT of isometric characters.
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Ted Martens
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« Reply #32 on: December 06, 2009, 11:54:51 AM »

Quote from: Melly
- You should only do other types of changes (scaling, stretching, blending, etc) using code during run-time.

Damn. I made most of my art really huge (1024x1024) because I was thinking that people would be able to resize them freely.  Facepalm
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Fifth
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« Reply #33 on: December 06, 2009, 01:03:10 PM »

There may be some cases where one can't help but cheat.

For example, there's no conceivable way in MMF2 to flip sprites horizontally (or vertically) during runtime, and yet most every sprite in the competition only provides horizontal animations in one direction.
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bigpants
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« Reply #34 on: December 06, 2009, 01:05:36 PM »

no you can't create new assets, but look again, there are A LOT of isometric characters.

Dang!
I will stick to said assets only.
You might want to add that to the rules.
i.e. Every asset MUST come from Part I. No supplements allowed.

I just double checked:
http://www.derekyu.com/tigs/assemblee/leech.html

The only isometric characters I've found (with walking animations and diagonals) are this awesome mech:

and awesome dragon:


I can't find ANY overhead characters that have walking animations and diagonals.
I can use left/right views while moving diagonally,
but was hoping to do better.

If anyone has found otherwise, please let me know.
Note: I haven't downloaded any sprite packs yet, and lack the ability to use 3D models.

Onward!
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Ted Martens
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« Reply #35 on: December 06, 2009, 01:21:44 PM »

Just saw that you said this, Melly:
Quote
You can probably use any image-altering algorythim you want, and I don't think there's TOO much problem with pre-scaling. Who wouldn't tell the difference, really?

I'm going to take this to the bank since it could make all the difference between people using my art or not. (cuz it's all freaking HUGE!)  I think the performance hit of loading them full size and then scaling at run-time would make them useless.

Is it cool if I quote you at the top of my thread?
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moi
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« Reply #36 on: December 06, 2009, 02:14:51 PM »

no you can't create new assets, but look again, there are A LOT of isometric characters.

Dang!
I will stick to said assets only.
You might want to add that to the rules.
i.e. Every asset MUST come from Part I. No supplements allowed.

I just double checked:
http://www.derekyu.com/tigs/assemblee/leech.html

The only isometric characters I've found (with walking animations and diagonals) are this awesome mech:

and awesome dragon:


I can't find ANY overhead characters that have walking animations and diagonals.
I can use left/right views while moving diagonally,
but was hoping to do better.

If anyone has found otherwise, please let me know.
Note: I haven't downloaded any sprite packs yet, and lack the ability to use 3D models.

Onward!
Yeah there are a lot without diagonals though, do you need diagonals for all characters?
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« Reply #37 on: December 06, 2009, 02:34:51 PM »

After a first run thru the material, I am thinking we programmers should have it clear: This compo will be about creation from limitation, you won't find most of what you'd need, but you gotta improvise!
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kinnas
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« Reply #38 on: December 06, 2009, 03:25:31 PM »

I am so fucking pissed part 1 happened during the busiest month of my entire life  AngryHand Shake Right

edit:
Did anyone else see an unhappy man with clipped ear in that poster? Took me a while to realize it was meant to be a happy bird.

holy shit, it's a bird!
« Last Edit: December 06, 2009, 04:00:51 PM by kinnas » Logged

Sos
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« Reply #39 on: December 06, 2009, 03:36:48 PM »

After a first run thru the material, I am thinking we programmers should have it clear: This compo will be about creation from limitation, you won't find most of what you'd need, but you gotta improvise!

Imitation of creation in some cases.
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Ted Martens
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« Reply #40 on: December 06, 2009, 04:05:23 PM »

The awesome thing about compos with strict limitations is seeing just how creative people can be when put to the test.  Everyone who views the entries will know what the rules were and their expectations will adjust.

Time to think outside of the  SMB Inert
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SpaceBrance
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« Reply #41 on: December 06, 2009, 05:31:48 PM »

So wait, I can't even flip right facing sprites left?

Also, can we use a pre-created font, or does it HAVE to be one created in Asemblee part 1?
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shrapnel
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« Reply #42 on: December 06, 2009, 06:08:50 PM »

So wait, I can't even flip right facing sprites left?

Also, can we use a pre-created font, or does it HAVE to be one created in Asemblee part 1?

With something trivial like flipping sprites, you'd never be able to tell whether you did it ahead of time or at runtime. I think it's these simple, "you'd never be able to tell" kind of things that won't get you in trouble.

On the fonts, yeah, I think they have to come from part 1. Though, are pre-installed system fonts open season?
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Kazerad
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« Reply #43 on: December 06, 2009, 06:15:36 PM »

Though, are pre-installed system fonts open season?
I think the official word on this is yes, they are allowed.
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Lon
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« Reply #44 on: December 06, 2009, 06:25:50 PM »

So wait, I can't even flip right facing sprites left?

Also, can we use a pre-created font, or does it HAVE to be one created in Asemblee part 1?
Good questions.  
I think I could manage flipping sprites (using Java).  I wouldn't have an issue of people flipping sprites, but I am not a Mod, Judge, Site Owner, etc.  Wouldn't bother me if people scaled, or flipped GFX either.

I was wondering this too about pre-created fonts.  I think it would be very cool to use only the fonts provided here for the competition.  After all a number of fonts have been entered into this competition.  However... I am pretty sure I can figure out how to make standard font formats from the posted pngs.... but I am not to sure how to automate that at runtime.  So is it cool if we convert a png of characters to ttf or some other format?  Or should we slice and dice the font at runtime, and use them as images.... Be creative?! Mmm... decisions, decisions.

Another question.  I thought I heard some procedurally generated art was acceptable.  So, procedurally created backgrounds, text boxes, basic shapes, shadows, explosions, particle effects, smoke effects, special effects, etc.  Is fine?  Mostly make sure that ones work is within the spirit of the competition?  All 'art' must be from Assemblee Part I and/or created at runtime, right?

EDIT:  Actually, regarding text.  It is quite important to me to know whether we can:
A) Use system Fonts ( I am rather against this )
B) Convert PNGs and other non-Font formats to usable Font Format files.
Thanks
« Last Edit: December 06, 2009, 06:42:12 PM by BigLon » Logged

“We all sorely complain of the shortness of time, and yet have much more than we know what to do with. Our lives are either spent in doing nothing at all, or in doing nothing to the purpose, or in doing nothing that we ought to do..." -Seneca
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