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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Stage 1: Outer Wall (Cavestory)
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Author Topic: Indie Brawl: Stage 1: Outer Wall (Cavestory)  (Read 32263 times)
Soulliard
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« Reply #60 on: September 26, 2008, 12:11:25 PM »

I can set the window to 1024x768 pixels and scale the graphics to double their normal size. The viewable area will be a little smaller, but it shouldn't need to scale up to often, and when it does, it won't be too ugly.
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Annabelle Kennedy
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« Reply #61 on: September 26, 2008, 02:31:58 PM »

Honestly, the zooming in and out is seeming much more appealing the more I think about it. I mean this is about making a good, fun game with indie characters, not a pixel-purist one. If scrambling the art a bit is what it takes, then I'm all for it.

thank you xion!!! i thought you would be the last person to say this!

see! this is what im talking about!
it will really enhance the experience!
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increpare
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« Reply #62 on: September 26, 2008, 05:28:23 PM »

man it'll be just like mode 7 craziness; totally rad!
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Mentalpatient109
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« Reply #63 on: September 26, 2008, 06:10:33 PM »

I'm in favor of scaling.
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Stij
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« Reply #64 on: September 26, 2008, 06:14:02 PM »

man it'll be just like mode 7 craziness; totally rad!
It's like the SNES all over again!
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FoxBlitzz
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« Reply #65 on: September 26, 2008, 10:36:30 PM »

I dunno, the stage looks a bit too cramped. You sure there's enough room to jump around?
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Zaphos
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« Reply #66 on: September 26, 2008, 11:20:22 PM »

Hmm, on reflection, I like what Xion said.  Perhaps there can be an 'always zoomed way out' mode for pixel purists, though.  (Scaling would be the default -- just thinking it shouldn't be too hard to support both, so why not leave the option.)

I dunno, the stage looks a bit too cramped. You sure there's enough room to jump around?
Not much point in iterating on a level design before you can play test it, though ...
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Annabelle Kennedy
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« Reply #67 on: September 27, 2008, 12:42:05 AM »

Hmm, on reflection, I like what Xion said.  Perhaps there can be an 'always zoomed way out' mode for pixel purists, though.  (Scaling would be the default -- just thinking it shouldn't be too hard to support both, so why not leave the option.)

I dunno, the stage looks a bit too cramped. You sure there's enough room to jump around?
Not much point in iterating on a level design before you can play test it, though ...

the reason its so hard to support both is bewcuase the levels wont be able to be bigger then 1 screen if you dont have scaling haha
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Zaphos
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« Reply #68 on: September 27, 2008, 12:53:38 AM »

the reason its so hard to support both is bewcuase the levels wont be able to be bigger then 1 screen if you dont have scaling haha
Er, no ... there's still a limit on the size if you have scaling, since presumably you don't want to go too far below 1x zoom.  So once you've decided how many pixels you'll be showing at once on the max zoom out, you just set that as the base resolution for the pixel purist mode and hope their computer can support it.  (If not ... they still have zoom mode!)
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Gainsworthy
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« Reply #69 on: September 27, 2008, 04:15:51 AM »

Okay, scaling. We're discussing this. This is good.

Regardless, opinions will be based on stuff in our minds until we see it in action. If it's so easy to impliment, can someone fluent in Game Maker whip something simple up? Sample sprite, buttons to zoom in and out?

I mean, I'd love scaling, but if it's jarring, or we need multiple copies of EVERY sprite, I feel it may be more trouble than its worth.
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Soulliard
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« Reply #70 on: September 27, 2008, 08:31:29 AM »

I made a little demo to demonstrate camera scaling (and the Outer Wall, too). Let me know what you think.

Here it is.
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muku
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« Reply #71 on: September 27, 2008, 08:46:38 AM »

I'd say that works just fine. Camera should probably be a bit smoother in the final version, but of course it's just a demo, and apart from that I think it's perfect.
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Powergloved Andy
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« Reply #72 on: September 27, 2008, 08:48:48 AM »

The camera's are nice! That's pretty cool I must admit. Also I really like the platforms, it's nice to play a game for once and not get hung up on the sides of a platform and stuck!

Good Job  Beer!
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kyn
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« Reply #73 on: September 27, 2008, 08:50:56 AM »

You'll hear no complaints from me, it's looking damn fine. Good job as usual Nightshade Gentleman
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medieval
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« Reply #74 on: September 27, 2008, 08:51:55 AM »

That is looking great, far better than I expected. Gentleman
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Saker
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« Reply #75 on: September 27, 2008, 11:09:31 AM »

cool.... more action to the game  Kiss
u guys are doing well  Gentleman
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Rostiger
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« Reply #76 on: September 27, 2008, 11:13:05 AM »

Wow, this turned out really nice! Love the new feeling that it got by the moving camera.  Beer!
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Clemens Scott
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Zaphos
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« Reply #77 on: September 27, 2008, 01:59:27 PM »

Ah wow, that works great!  Smiley
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Xion
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« Reply #78 on: September 27, 2008, 02:06:58 PM »

What they said. Smoother would be nice, but still awesome nonetheless.
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undertech
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« Reply #79 on: September 27, 2008, 03:31:06 PM »

It looks good enough to eat! I find it hilarious that the character stats are also affected by the scroll. I don't know if that's intentional, but you should make it toggleable if you're going to "fix" it.
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