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879391 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 01:17:56 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsAssemblee: Part 2Part Two Discussion
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Author Topic: Part Two Discussion  (Read 29384 times)
Derek
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« on: December 06, 2009, 05:28:54 PM »

Post thoughts, questions, mockups, and anything else related to Assemblee: Part 2 here! Hand Thumbs Up Left
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MindEraser
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« Reply #1 on: December 06, 2009, 05:32:18 PM »

Thoughts? This is awesome. And everyone who's already created a topic in this part 2 section better finish their games.
Questions? Are part 1 and 2 going to be judged at the end of part 2? I assume so because IIRC the rules said the usefulness of each asset-maker to our games.
Mockups? Naahh... who needs them anymore now that we can show off the real games in progress?
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Slash - Santiago Zapata
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« Reply #2 on: December 06, 2009, 05:37:16 PM »

Slashie thinks we sad-duck programmers should be allowed to modify the art assets in the following ways:
* Scaling
* Color Depth (VERY important, if we are to have games with consistant appearance, but I wonder...)
* Resolution (Making blocky things out of non-blocky things) (Related to scaling) (May not be accepted, but I'm still shooting it)
* Flipping things

In no way shall a programmer do the following, under penalty of manbaby-ation:
* Change the appearance/structure of an asset by "Drawing" over it (adding pixels or other things), unless it's on runtime. (And even so, this is debatable)
* Extending a tileset (this is painful, specially because we have many characters, but little environment tiles)

This, after checking out thru the assets. What do people thinkz?
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Aik
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« Reply #3 on: December 06, 2009, 05:45:15 PM »

Finding what you need in the mess of assets is quite painful. Short of actual organisation, perhaps we could have a requests thread (or just use this one for it) in the sense of 'I really need a good sidescrolling spaceship - has anyone seen one?'

That's a quite serious question. I can't believe that there's only one side-view ship in all this...
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Slash - Santiago Zapata
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« Reply #4 on: December 06, 2009, 05:48:31 PM »

It is too late for requests... probably...

Does this show we programmers always leave the work for latter, and then it's too late? :D
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Pencerkoff
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« Reply #5 on: December 06, 2009, 05:50:34 PM »

Hello this is Pencerkoff

Slashie thinks we sad-duck programmers should be allowed to modify the art assets in the following ways:
* Scaling
* Color Depth (VERY important, if we are to have games with consistant appearance, but I wonder...)
* Resolution (Making blocky things out of non-blocky things) (Related to scaling) (May not be accepted, but I'm still shooting it)
* Flipping things

In no way shall a programmer do the following, under penalty of manbaby-ation:
* Change the appearance/structure of an asset by "Drawing" over it (adding pixels or other things), unless it's on runtime. (And even so, this is debatable)
* Extending a tileset (this is painful, specially because we have many characters, but little environment tiles)

This, after checking out thru the assets. What do people thinkz?

It's more about appreciating the assets that were made.  If your game features things that are very close to the provided assets, as in not dramatically changed, that's good.  If your game features unrecognizable assets (because you changed them so much) then that is bad.

Nobody is going to demand your source code to make sure your scaling job was done in code and not beforehand.  It's more about getting votes because people believe that your game had good use of provided assets.

-PENCERKOFF
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oryx
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« Reply #6 on: December 06, 2009, 05:56:16 PM »

I just hope someone uses the lofi 3d dungeon-mastery set i made :/
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« Reply #7 on: December 06, 2009, 06:00:43 PM »

I just hope someone uses the lofi 3d dungeon-mastery set i made :/
If nothing else, I'm sure someone will flip the whole close-up wall sections in the tileset sideways and use them as ornate columns.
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« Reply #8 on: December 06, 2009, 06:03:26 PM »

Yeah, I'm actually only using Oryx's tileset and nothing else.  Like you NEED anything else.

The only modification I'm making is the window size.  It's running in 3x resolution; 8x8 tiles are pretty small otherwise.  Tongue
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« Reply #9 on: December 06, 2009, 06:26:48 PM »

I meant requests as in pointing out what's already there, not as in 'draw me a spaceship, plz'.
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Pencerkoff
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« Reply #10 on: December 06, 2009, 06:37:41 PM »

Hello this is Pencerkoff

I think it would be funny if we could get some statistics going on people who are using lofi versus not. 

Of course, maybe there's a a decent amount of people mixing graphics levels.

-PENCERKOFF
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« Reply #11 on: December 06, 2009, 06:57:14 PM »

Oryx is super awesome, yes, but he is getting used too much! More unique, people!
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moi
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« Reply #12 on: December 06, 2009, 07:00:48 PM »

I think programmers should be allowed to take 3d models to make sprite sheets out of them, what you guys think?
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lelebęcülo
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« Reply #13 on: December 07, 2009, 12:12:08 AM »

My one suggestion ... 2.5D

I think programmers should be allowed to take 3d models to make sprite sheets out of them, what you guys think?

I wouldn't have a problem with that.
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« Reply #14 on: December 07, 2009, 12:38:06 AM »

Yeah, just because you are making a 2d game in a 2d engine shouldn't preclude you from using any art that you desire.
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