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201
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Developer / Art / Re: Your First Pixel Art
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on: July 09, 2009, 02:10:35 PM
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oh man... the first pixels i've done were waaay back in mspaint (windows 3.1 in a 386!) tracing warcraft 2 & cannon fodder from magazines (and wishing a PC that could run it!). Next thing I remember were a LOT of sucky, pillow shaded sprites and fugly animations for old (and bad) games developed in DIV games studio while in highschool. I can't get any of them 'cause altough I still have those bmp in floppy discs, got no drives to read them, DIV stopped working after windows 98, so I erased everything. That was before knowing about fenix project and learning that in the interwebs there is always some kind soul trying to make old programs work in newer enviroments... maaaan, I suck!
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203
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Developer / Design / Re: So what are you working on?
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on: July 09, 2009, 01:42:18 PM
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@kekskiller: actually yes, the key idea was to keep things simple. Since my knowledge when it comes to pixeling is mostly intuitive, I wanted to keep 2 colors max per tile (or color + transparency) and 2-3 colors + transparency per sprite. I'm trying to avoid lighting/shading issues playing only with textures through dithering patterns for now (I keep tellin' myself to try mixing different pixel sizes but maybe later when scaling things up). @sparky: the editor so far is plain gamemaker, so no flipping/rotating (great idea though!). I am however seeking modular/patterned tiles which I should be able to combine (and swap colors within the c64 palette) for different areas (instead of making tilesets for each level) hopefully making them distinct but cohesive altogheter. They are are being made for a game thingy, but since I suck at coding, got a bad case of lazyitis and being busy with life in general, it could be pretty much vaporware :D 3x rough tiles roundup:  and 3x sprites  any advice/critique appreciated, keep the great work you guys!
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204
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Developer / Design / Re: So what are you working on?
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on: July 08, 2009, 11:52:48 PM
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awesome screenies mcguff! that dithering is so sexy!  between work and finally finishing uni, I've been fiddling with some more or less 8x8 tiles in c64 colors. 
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207
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Developer / Playtesting / Re: Judith [Finished]
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on: April 15, 2009, 02:23:05 AM
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I'm afraid I might be narrow minded or something. Every time a discussion arises around the a-word and games, and how to evolve games, and what constitutes a game, or even what "game" means; I feel it's just wrong to call it games, as if the word won't fit no matter how I try to explain it. In this particular case, we can see how interactivity is a major factor by which people determine if game actually is a "game". It's kind of interesting, because these same issue has been appearing all around in the reviews of "The Path". I can't talk about the latter since I have yet to play it, but both games can't be exactly called games in my book.
Now, don't get me wrong, I want to see interactive entretainment, or games, or whatever we should call them, mature. And I love when they deliver a great story. Me? I'm always been a sucker for the tale. I've been playing games since I can remember, and the first thing I went through a game for was the story. Then it would came paying attention to level design, or balance, difficulty, etc. Perhaps that's why I love adventure games so much, and I've learned to love IF in the recent years.
Traditional IF relied as much in puzzles as graphical adventures tend to do, but since, the genre has evolved, and now we have games where the interaction is minimal and puzzles almost non existant. And yet they deliver a compelling story. And this is my main gripe with Judith. The story didn't get a hold on me. Btw, never heard about bluebeard before, so never had the knowledge to make the connection, and read the intertext between the two. Maybe I'm dumb or maybe not, but I didn't feel the writing was particularly brilliant, nor the mechanics, nor the graphics. I do think that the moments it takes control from you reinforces what terry and increpare where aiming for. As for the atmosphere, well, for me the peak reached with the prisoner, and then it quickly faded away. It's not that I don't get it, but it simply seemed a bit shallow. And I totally agree with Paul that people tend to read too much in vague stories -As it happened with braid. As for linearity and story: I think there is an inherente problem when designing a story for a game, because all the interactive-gameplay-thing just takes control from the writer. I can probably name a few games with branching stories that were well done (i.e. MASQ) but every other good story that comes to my mind has been a linear one. I tend to prefer IF -Gun mute comes to mind as an example of a linear story, yet completely pleasurable- or a book, but maybe that's just because that's what *I'm* into, not that *it has to be* actually this way.
For me it's not a game, since I didn't feel like I was playing. I don't recall feeling fun either. But I know I felt genuinely interested about actually finishing it. Yeah, the story dissapointed me. Is this bad? Not at all, it was just an experience; a linear-on-a-rail one, and I really want to like it, but ultimately it's a bit shallow. I will continue trying terry and increpare's games even if at the end I just don't like them, just because they are experimenting. And I think it's safe to say that not every experiment ends well, but they're no less important for that.
Sorry guys for the uber long post, and I know it's all messy; I kinda just left it flow from my head.
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208
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Developer / Art / Re: TIGSource: Renditions! (current subject: SAMUTH!)
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on: April 14, 2009, 01:58:37 AM
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astrospoon that's so great! love the colors! this thread is full of win! I've been being a lazy arse and I totally should be working, but since i wanted to catch up... I present you, even more artsy fartsy fuglyness!!   (I was aiming something like the original pixel, but ended up being too much like an expanded pixel!  )  (semi-pseudo-collage enhanced by PS)   (couldn't make up my mind between the two...)  samus in the power suit  OMG sexy momma! that's it guys! sorry if I made your eyes burn!!!
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209
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Developer / Art / Re: show us some of your pixel work
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on: April 13, 2009, 12:42:40 PM
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those are from the back cover!!! It gave me smiles back when I saw them. I've been looking some origninal books of SP here for ages... I think eventually i'm going to give up and buy them online (going kinda bankrupt in the process)  anyhow, great work!
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210
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Developer / Design / Re: Discussing Strategy Game Mechanics
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on: March 09, 2009, 07:20:52 AM
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I kinda have a soft spot for RTS just because it was one of my favourite genres when growing up, and while I like strategy games, RTS et all, I mostly suck in multiplayer basically because I never practice enough.
Anyhoo... I have a mean hangover to even try to think, but I'd like to point you guys to Tom Chick's column over at crispy gamer. It's called "Rush Boom Turtle", and while I haven't read all that there is to read, the ones I did, where pretty thoughtful about strategy games in my opinion.
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214
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Player / Games / Re: Currently Playing
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on: January 28, 2009, 09:17:38 PM
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La-Mulana. I've already defeated all the guardians, so it's time to collect ROMs and beat Hell Temple. Then I'll finish it yeah... that's what I was thinking until I got to that fu**ing-sweet-mother-jesus-of-god spike shaft. I totally declare myself one of those little skeletons found dead in the temple. I wish you luck though, I wish you luck my friend. Lots of luck. and skill. and patience. On topic, actually I'm currently playing nothing  I was going to try Pathologic, but Uni caught on me, and I barely have time to play.
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217
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Player / Games / Re: So, I finally played Cave Story...
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on: January 10, 2009, 03:56:08 PM
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It just annoys me a little that everybody thinks of Cave Story as the "defining indie game", when I see La Mulana as the obvious choice.
Agreed cave story is great & it's fun & etcetera. but I don't think it's the definitive piece of entretainment. As for the hype... well, hyping is pretty much a constant today not only with games, and there always be people who jumps on the bandwagon, and people who don't get the hype. Can't we just settle that cave story is awesome, that we love it, and that la-mulana is awesomeness bathed with tigsauce and then move on?  btw, new year resolution: conquer la-mulana's f*cking spike shaft
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219
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Player / General / Re: HOLY SHIT GUYS, 2008!
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on: January 01, 2009, 10:15:59 AM
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-i still manage to dodge depression by avoiding thinking about my situation altogether, and knowing that at least I don't live in the third world. Things could be worse. A lot worse. well, I do live in the third world, so yeah, things could go a lot worse  As for 2008: -Almost finished college -Deerhunter, Vivian Girls, Beach House and more, more records -Got to see great live shows, but unfortunately ended up broke in the process -Got a brand new pc (fear 2 bring it on!) -Played a few games, and some more awesome indies -wished I could play a little more -couldn't hold my drink as I used to -started to rebuild a long lost friendship -got to see a german friend for the first time in 4 years... -... and then had to say goodbye again -got my heartbroken twice -got an honorable mention in a literature contest -joined tigs but still being lazy to post at all 2009: ?
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