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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 04:22:26 PM

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41  Community / DevLogs / Re: GUNFIST: Automaton Fisticuffs on: June 21, 2010, 07:41:21 AM
Because he's awesome...?

But seriously, it's like Zangief is to Ryu. Different mass among characters to spices things up a little.
42  Community / DevLogs / Re: Jables's Adventure on: June 19, 2010, 10:47:21 PM
Haven't check back in a while. How's the game going? Is there sort of a deadline for yourself? Can't wait to play Mock Anger
43  Community / DevLogs / Re: GUNFIST: Automaton Fisticuffs on: June 19, 2010, 10:36:23 PM
loves the design... well, except for Hendrix and Jagger. If it's up to me, I'd have Hendrix as big as Jagger, and Jagger as big as... you know, something bigger. It will be nice to have a cast of uneven mass.
44  Community / DevLogs / Re: Tobe's Vertical Adventure (Patch playtest - XNA member help needed) on: June 19, 2010, 10:18:32 PM
I haven't been back to the forum lately to realize the thread's been bump

@Dom2D : Hooray! Give me your thoughts on the game when you finally finish up Wink
@Zoramon : Amazingly, there's already 2 guys that write in to say they looked exactly like Tobe, and now you sharing a similar name. I guess that's good, right?
45  Community / DevLogs / Re: Treasureline on: May 17, 2010, 06:36:53 AM
The combine idea rock my world so hard, my head explode.

Then again, it'd probably kill the artist working on this trying to match the rest of the game to that level of detail.
46  Developer / Technical / Re: Importing animated gif (pixel art) into flash on: April 25, 2010, 06:54:11 PM
Have you tried just changing your root movieclip's scaleX and scaleY properties? Make sure that your movie quality is set to LOW and it should "zoom" without blur just fine. You'll have to manage the origin of the zoom yourself though.
Sorry...I don't quite get what you mean. I'm just playing around with the graphics at the moment so I haven't convert them to movieclip. The graphics are placed such that they are not "in between a pixel", like X: 20.3 or anything like that. As for movie quality... I don't really know where to adjust that. You don't mean jpg quality now, do you?
47  Developer / Technical / Re: Importing animated gif (pixel art) into flash on: April 25, 2010, 04:48:00 PM
@ChevyRay
Took this from flashpunk tutorial Smiley

But anyway, like I was saying, I was hoping to get the pixel sharp zoom in effects, and I got this by "right-click - zoom in" in flash.

But what I keep getting instead, was the blurry version on the right. I messed around with the auto smoothing settings, but I couldn't tell if there was any different. I tried puting the same PNG in CS3, and it was sharp again. (I was using CS4)
48  Developer / Technical / Re: Importing animated gif (pixel art) into flash on: April 25, 2010, 02:13:57 AM
Quote
Quote
Oh, and 1 more question. For those that does flash game with pixel art, do you use spritesheet? Or do you create place them in stage with the animation frame by frame?

I use spritesheets for all animated pixel and painted art in my games, except the occasional special case.

I forgot to ask, but what's the rational for doing so. Is it only because of the speed as Bernie mentioned??
49  Developer / Technical / Re: Importing animated gif (pixel art) into flash on: April 24, 2010, 03:47:47 PM
@Kyn - I've checked, but smoothing wasn't set to enabled to begin with

@Dustin - Actually, they got imported as bitmap and a "gif". The gif didn't turn blurry though. Just the PNG.

Oh, and 1 more question. For those that does flash game with pixel art, do you use spritesheet? Or do you create place them in stage with the animation frame by frame?
50  Developer / Technical / Re: Importing animated gif (pixel art) into flash on: April 24, 2010, 02:58:14 PM
Are you sure it's corrupted? I was able to see it in both file manager preview (I'm using DOpus) and in Pro Motion without any problems... anyway I opened it and resaved it from PM, even if there were some problems it should work now:



Yes, maybe the word is not corrupted but different implementation of the gif format or whatever, but it does not work.
And your version imports fine in flash

http://www.swfcabin.com/open/1272120869

Hmmm...? Strangely enough, when I re-save the gif from photobucket and import it into flash, and it worked. Yet, when I try it with my new gif saved in PS, the gif got distorted again.

Also, importing things in frame by frame as PNG, now the sprite looks blurish when zoom, it hurts. I'm hoping to zoom into the game at some point, so I'd be glad if there's any idea how we can remove the blur?

Still, importing the gif is still the most time efficient way to do this, and I still hope to find out the problem here.  Cry
51  Developer / Technical / Importing animated gif (pixel art) into flash on: April 23, 2010, 07:34:33 PM
I'm a little intimidated to post these amateurish question here, but I'm not a programmer, and the other flash base forum doesn't really have an idea about this.

Anyway, I was I'm working on my game in flash, I imported some animated gif into it, and some of the frames got distorted, while the rest came out right. I did this a couple times, and the same frame got distorted everytime.

Does anyone knows what might have caused it? and how we can avoid this?
Here a sample of how it looks, and how it's supposed to.

I tried this in both CS3 and 4, both didn't quite worked out right.
Here's the gif, and how it came out in flash.


http://
52  Player / General / What makes a good Roguelike / Mystery Dungeon? on: April 16, 2010, 06:53:54 PM
Thanks to desktop dungeon and spelunky, my urge for more Roguelike and Mystery Dungeon has never been stronger. I want to make something with similar concept, but it seems hard to break them apart. So yea, question as the thread tittle - What do you think makes a good Roguelike / Mystery Dungeon game?

-random map keeps the freshness per play
-the grinding?
-the inventories?

Oh, and if you can, recommend a good roguelike.
53  Developer / Technical / Re: Help! What causes Flash to lag? on: April 14, 2010, 10:26:45 AM
Ah... I'm sorry you had to try for so long. The game is pretty faulty at this point, and the help text and all were all missing still, so it might not be a good idea to try out the game play. I'll see if I have time to put it up in feedback when its all done  Beer!
54  Developer / Technical / Re: Help! What causes Flash to lag? on: April 13, 2010, 07:40:53 PM
Thanks for the advice guys. We managed to solve the lag (I think). Apparently, the programmer removed some codes and it works fine again.

I will see if I can figure out the reason behind and share it here if I can.
55  Developer / Playtesting / Re: creeping on: April 12, 2010, 07:27:43 PM
I really like everything except all of the level design. Most of the levels just don't seem very well laid out for what I'm expected to be accomplish.

I have to agree. There's lots of potential here, but the level design drags the standard down a notch. You might wanna grab some of your friends and watch their play through.
56  Developer / Technical / Help! What causes Flash to lag? on: April 12, 2010, 07:03:08 PM
So... I'm a designer/artist, and I'm almost done with my new flash game - Galactic Commandos 2. Problem is - it's lagging. I always hire freelance programmers to work on my games, but we always end up with this lagging issue.

Anyone has any idea what might have cause it? I admit our graphic might be slightly intense, but I'm sure flash can definitely do better. I have heard the problem are usually with the script though I'm not sure in what sense. Definitely need the help here.

Anyway, you can try the game here...
http://tobesadventure.squarespace.com/storage/galactic2.swf

note that it is WIP, so there's no tutorial message, and you might not reach certain areas.Let me know if it lags for you though. The controls displayed are also incorrect. It should be arrows to move, ctrl, shift and / to swtich, attack, and use ability.
57  Community / DevLogs / Re: Geek Mind on: April 05, 2010, 11:45:30 AM
man... how many games are you making at a time? You're too fast. I hate you!
58  Community / DevLogs / Re: plumbers die every day on: April 05, 2010, 11:43:28 AM
Sweet.... and you should check this out
http://forums.tigsource.com/index.php?topic=10858.0;topicseen

The gameplay might be different, but I definitely see some similarity. Maybe get new inspiration from the guys.
59  Player / Games / Re: Cave Story Wii on: March 25, 2010, 08:40:26 AM
I'm surprised the complains are largely on boss fight and not the"sanctuary mode"... or whatever it's called.

Right from the beginning, they gives you all the weapons, including some I didn't manage to discover by the end of my first run through. I'm suppose to explore and find them, and finally test out how they works, but it completely ruin my joy of going for a second run.

On top of that, they make you recollect all the weapons and health EVERY TIME you die, and retry, which is very common as there is no learning curve. It took me at least times 20 times to get to the first door.

It felt different from the original game, and more like one of those baby puncher like Karoshi Suicide Salaryman. I had to die to learn my path.

Not to completely discredit Nicalis though. I did enjoy the new graphics especially on my giant TV. And I get to see myself on the credits too (for the fanart submission:)
60  Community / DevLogs / Re: CafĂ© - End of Year Demo on: March 25, 2010, 08:10:44 AM
So, you guys were probably wondering what the hell was going on the past few months.

Me and Decipher also.

There were some pretty weird internet happenings that led to neither of us being able to tell when the other was online for an entire two months. We both thought the other had given up/died/moved to Honolulu.

But no. We find ourselves now, contact restored.

So hey. Back on track.
He was probably running away from you...but good job tracking him down
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