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182
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Community / Assemblee: Part 1 / Re: Overkill's Art and Goodies
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on: October 26, 2009, 06:14:04 PM
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No, unfortunately I don't think you can do that. The whole point of the compo is to use the stuff made by other people.
Oh. Well, that's cool too, I guess? (I didn't really see that spelled out clearly in the rules, but suppose it's more fair this way) As long as someone makes an awesome game with these resources, it doesn't matter! EDIT: Well, it says you can participate in both parts. It just says I can't share game ideas in detail with the artists/musicians. Actually, I have no idea what I'm going to use these assets for. And if I were to make a game, some of those assets would be tossed anyways. I don't think someone using a small subset of their own assets is unfair though. If EVERYTHING of theirs was used, sure. But like. A font, and a sprite or two? If they mix with other resources, they've made something interesting. But yeah, I guess I should relax  . This art is for you folks.
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183
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Community / Assemblee: Part 1 / Re: Overkill's Art and Goodies
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on: October 26, 2009, 06:10:57 PM
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You know know that, if you're gonna make a game for part 2, you cannot use any of your assets.
Does that mean they're too awesome? ;_; Oh come on, let me use SOME of the assets  I'll make sure to use about as many other assets as possible too!
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186
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Community / Assemblee: Part 1 / Re: Easyname's Workshop
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on: October 26, 2009, 04:23:39 PM
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Remember to provide all animation as sprite sheets or strips for ease of use in engines.
I was gonna say that earlier, but check the top post, he actually does supply the frames! :D
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188
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Community / Assemblee: Part 1 / Re: READ ME!
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on: October 26, 2009, 03:18:30 PM
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Music question: Is there a format restriction for music files? Can I post .MOD or .XM files instead of huuuuge MP3s ?  I approve of tracker music, myself. But some people might also want MP3 if they have a crappy audio engine that doesn't support them.
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189
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Community / Assemblee: Part 1 / Re: Oddball's small offerings
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on: October 26, 2009, 01:06:59 PM
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Hmm maybe a few spell effects and damage splashes (little things overlayed on entities being attacked for non-spell attacks) might be nice, but it looks pretty solid for the most part.
Also maybe some castle floor/wall tiles?
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190
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Community / Assemblee: Part 1 / Re: READ ME!
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on: October 26, 2009, 01:02:07 PM
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Oh, by the way, does conversion-for-part-2 apply to 2D stuff as well? Some engines I use have their own tileset format which requires you to import into the format before you can use the tiles in an editor. Would this be okay, as long as we say we've done so and still stick to the no-modification-except-at-runtime rule other than doing this?
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191
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Community / Assemblee: Part 1 / Re: READ ME!
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on: October 26, 2009, 12:58:58 PM
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Hi i'm a newb in meaning of Newbie , but as i love indie games and i'm a bit artsy i would love to contribute with bg's and items and such. But *  * as i'm a newb i would like to know what are the prefered extentions and resolutions? i would like to do 2D related art Use PNG for your images, and use a color like death magenta for transparency. Usually size doesn't matter, so long as the size between frames is consistent. To make sure my sprites use the same size, I usually put 1px borders around the frames. My tiles usually avoid borders. Power-of-two or divisible-by-eight sizes are nice occasionally, but not really required. I dunno, these are my preferences, and part of that comes from being a programmer, and also because the engines I use do similar things.
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192
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Community / Assemblee: Part 1 / Re: Overkill's Art and Goodies
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on: October 26, 2009, 12:45:56 PM
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Thanks guys  Now I'm getting sort of stuck on what to draw, especially since I don't know what sort of game I'm making for part 2. What sort of things would you folks like to see (tiles, sprites, other doodles)? I'll take any reasonable suggestions and try to draw them!  Note that I might not draw these things in the exact same style as above, but that's because tiny pixels are hard for some things. This is partially because school shortens my timespan for drawing, and also because I like to take breaks from drawing :D.
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194
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Community / Assemblee: Part 1 / Re: Overkill's Art and Goodies
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on: October 26, 2009, 10:46:16 AM
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Added some sprite fonts. For these, to get the actual character to print for an ASCII character c, take the font at cell c-32 (20 columns, 5 rows total, so row (c - 32) / 20, col (c-32) % 20, I think). All-caps 8x10 black font:  All-caps 8x10 white font: 
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198
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Community / Assemblee: Part 1 / Overkill's Art and Goodies
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on: October 24, 2009, 10:15:39 PM
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Ahoy! This is my first time entering a TIGsource compo. Should be fun. Sprites/TilesHero, 24x16, 1px padding, walk animation with 1/10 second delays:  Fireball, 16x16, 1px padding, animation with 1/10 second delays:  Fireball exploding (cheap), 9x8, animation with 5/100 second delays:  Tiny Green Slime, 12x12, 1px padding, animation with 4/10 second delays I think:  Grass tiles, you might want to treat segments in 16x16 parts, no padding.  Various 16x16 collectables/health things, 1px padding:  Frog tower, 16x16 tiles:  Pink ship:  Clouds    Topdown Earthbound-esque tiles, 16x16. Sprite FontsFor these, to get the actual character to print for an ASCII character c, take the font at cell c-32 (20 columns, 5 rows total, so row (c - 32) / 20, col (c-32) % 20, I think). All-caps 8x10 black font, 1px padding:  All-caps 8x10 white font, 1px padding: MiscellanyOh, errr, here's the image I've been using while sketching out WIP sprites:  WIP: Sound EffectsTODO SuggestionsNone yet! (Will update as I get around to viewing this thread)
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199
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Player / General / Re: Linux from a TIG perspective
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on: September 27, 2009, 12:32:20 PM
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I went the dual-boot route (before my Linux drive died). I was happy with this route, because I use Windows *far* more often than Linux, and really only boot into Linux when I need to compile and test something in a Linux environment.
I had no experience with VMs, to be honest though. I have a feeling they do the same job, but for some reason, I'd think certain applications, such as the games I'm trying to compile on Linux would have funky incompatibility issues that aren't there on a true environment. But this is a very uninformed assumption likening VMs to console emulators (which still suck for anything after SNES).
Anyway, you might be fine with a single-boot Linux and VM when you want to run Windows, I have no clue. All I know is lengthy exposure to Linux still annoys me to no end and I can only tolerate it in small doses. Your experiences might be a little better.
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200
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Developer / Technical / Re: What considerations do you make, when designing a file format?
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on: September 19, 2009, 04:49:08 AM
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Well, if you know the order you expect the string then int in, you can just read the bytes along happily.
Here's some pseudocode, for some lame RPG hero's class. Roughly one such way of writing data composed of multiple members to a file: file.writeInt(len(name)) // Length of string file.writeString(name) // Will actually write the byte contents of the string file.writeInt(hp) file.writeInt(mp) file.writeInt(len(description)) file.writeInt(description)
And reading it back: length = file.readInt() // Get length name = file.readString(length) // Read a string from length bytes. hp = file.readInt() mp = file.readInt() length = file.readInt() description = file.readString(length)
This of course, is assuming you aren't actually writing completely heterogeneous types, (ie. values that can be either a string or integer, which is generally a bad idea anyways in a statically typed language). But honestly, that, or practically anything can be done. You just need to adopt a format.
Write the necessary information to disc so that when you read back you can reconstruct the data. If your reader and writer address the various binary chunks in the same order and with the same behaviour, you can do whatever you want.
It's also WAY faster than XML or JSON or Lua tables or something plain-text, since you typically don't need a parser and just read/write bytes in expected order. But it's less human readable, clearly. So you get tradeoffs. I usually use human-readable text until last-minute.
Oh, but, one thing to especially watch out for with binary files (which is LESS of a problem today, but still useful for portability), you need to make sure that the byte-ordering (endianness) of multi-byte integer numbers (int, short, long) gets flipped for big-endian architectures like the PowerPC and others.
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