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81
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Developer / Art / Re: Randomized Pixel Art
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on: February 06, 2009, 06:35:29 PM
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I just found this thing which I made a year ago:  I put the pixels on a layer below the canvas and traced them. I thought I made another one, but I can't find it.
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82
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Developer / Art / Re: Randomized Pixel Art
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on: February 05, 2009, 01:01:37 PM
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Did you try it? It entirely generates new things, so I'm not sure what you mean. Except that they are always horizontally symmetrical. The horizontal mirroring is a nifty idea, but I didn't find anything neat in my fiddlings with it. If you did, post it! I am saying maybe there's a more sensible way of generating koalas riding bipedal elephants! Oh, absolutely! I thought you meant that the robots and mirrors were more sensible. But yeah, even if they don't do organisms, they're great!  Parrot.  Elfdemon is distraught.  This one reminds me of Yoshi! It's got a similar body form, but it's long and sharp instead of rounded and it wears high heels instead of shoes.
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83
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Developer / Art / Re: Randomized Pixel Art
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on: February 05, 2009, 11:47:57 AM
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 You have to be really patient to study those pixels  If you're extracting a lot of images from one grid, sure! If you're flipping through lots of images to find things that pop out at you, like bipedal elephants, it doesn't take that much patience at all. Imagine a competition to create a game solely populated by sprites found in a single image created by that generator. Animating them would be fun!
I'm actually considering using this method for a platformer I'm making, since I can't think of a protagonist. what about the koala on its back?
 Sure, if you consider spaceships and robots to be more sensible than koalas riding bipedal elephants. This looks neat, but it's not as effective for discovering new things; it's more about refining existing things. Here's some stuff I found on my graphing calculator a while ago! More to come.  A bunny in a UFO.  A dude meditating. His posture is about as good as mine.  A gecko! I think this one animated to be climbing walls could be awesome.
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84
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Developer / Art / Randomized Pixel Art
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on: February 05, 2009, 04:18:31 AM
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It turns out that you don't actually have to come up with sprites! You can just get a computer to come up with them for you. LinkyThis page generates a 96*64 grid of random black and white pixels. Within any such grid, there are a bunch of little creatures hiding! Here, I'll demonstrate with this:  And here's a bunchload of stuff I found in just that one grid!  The first thing that popped out at me was this bipedal elephant-thing, in the upper middle of the image. Check out that ear!  bzzzzz  This one is definitely Seussian, though I think it's more of a Who than a Grinch.  I modified this one a tiny bit, but it was pretty humanoid to begin with. It's from the upside-down version of the grid.  This one looks to me like a chibi thing with a shovel, pointy ears and a horn.  This one is a deteriorating pumpkin, which I'm including for the eyes. Such awesome eyes!  The antler man thinks highly of himself.  Concave head man thinks less highly of him!  Ha-ha! I have hidden traps along this corridor, and the only way to avoid them is to jump over them!  aaaaaaah  aaaaaaaaaaaaaaah  This ponytailed girl is really visually concise!  I can't tell whether the ghost is resting against the block or pushing it.  I'm absolutely certain that this is a canary.  I think of this as a little floating helper dude with adorable paws.  Another spitting image! Try it! You are likely to stumble upon something awesome. Oh, and  (original from a different grid, touched-up) Let it be known that there are monocles!
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87
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Developer / Playtesting / Re: Transplatform
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on: February 02, 2009, 11:49:28 PM
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Out of curiosity, what were you trying to accomplish with the game? Make the player feel as though he's turning into a woman? Give gender changers a face that doesn't incite controversy?
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90
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Developer / Design / Re: Can "nothing" be scary?
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on: January 24, 2009, 02:28:54 AM
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For what it's worth, knowing exactly what you're up against can be pretty scary as well. My game Other People ( http://superdotman.googlepages.com/OtherPeople.exe, arrow keys) is scary solely due to a graphics trick--you can only see what's going on maybe a sixth of the time. You're also completely powerless, you move at half the speed of the other people, and spoiler, but I think the important part is the insufficient information. Players are used to knowing whether something is right next to them. In this game, you only become aware once it's too late--you can see the invisible black circles intersecting the white one. I also find that giving the player insufficient feedback is a great way to instill fear. For instance, removing the typical red flash that indicates that an enemy is being damaged. I'm hitting him with all these bombs. Is he immune to bombs? Should I try something else? I've already tried everything else! Is he invincible? waaaarg *bomb bomb bomb*
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91
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Developer / Design / Re: Learning from games
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on: January 22, 2009, 03:56:50 AM
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Super-Dot: How so? All it taught me was that the key to infinite wealth was surfing along the shore after watching a tutorial. I was a wee lad at the time, so I wouldn't say that my reasoning was perfect, but basically I never spent a cent now because I might need it later. Needless to say, when later came, I assumed that there would be another later. The habit stuck. So I guess it actually gave me the opportunity to form an irrational fear. But a handy one! 
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97
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Community / DevLogs / Re: Platformajigger [now more usable!] - Devthread
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on: January 19, 2009, 02:24:37 AM
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FPS is 30 by default, and that's going to be configurable at some point. Every frame, Acceleration is added to the protagonist's speed if a key is held down, and Friction is subtracted from the protagonist's speed. The speed never exceeds Speed Limit. When you press the jump button, the protagonist starts moving up Jumping Speed pixels every second. Gravity is added to the downward motion every step, so the peak of the jump is when enough Gravities have been added to make the downward motion exceed the upward motion. I'd love to add other platformer behaviors, in particular variable jump height and air control intricacies, but I've unfortunately run out of keys on the keyboard. I'll add some to the (human-readable) copy-paste format, but to add them to the UI, I'll need to implement configurable controls, which could take some time. Improvements: - Drawing is really fast now, no matter how many blocks there are!
- I implemented Knytt-style screen-by-screen cameraing! Press 2 to use, and paste this for a demo:
/==HARARA MOUNTAINS==\ the level layout of Harara Mountains from Within a Deep Forest, along with a really poor approximation of Ball 1's motion
Screen-by-Screen Camera: 1 Acceleration: 3.0530527435243104 Speed Limit: 12.0000000000000000 Friction: 0.5630518563091700 Jumping Speed: 10.6152653037570016 Gravity: 0.4744035387411700 Terminal Velocity (this one gets changed every time Block Height and Width gets changed, because science): 29.0000000000000000 Protagonist's X-Position: 4634.8194858729804800 Protagonist's Y-Position: -232.4523127283800000 Protagonist's Width: 16.0000000000000000 Protagonist's Height: 16.0000000000000000 Block Height and Width (they have to be square): 24.0000000000000000 Horizontal Blocks Onscreen: 25.0000000000000000 Vertical Blocks Onscreen: 20.0000000000000000 Zoom Level: 1 FPS: 30
The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the President? 8 88 8 8 88 8 88 88 8 88 88 8 88 88 8 88 88 8 88 88 8 88 88 8 88 88 8 88 88 8 88 88 8 88 88 888 8 88 88 888 8 88 88 8888 8 88 888 888888888 88 88 888 888 8888888 88 88 888 88 88 888888 88 88 888888 88 88 88 88 88 88 88 88 88 88 88 88888 88888 8888888888888888 88 88 88 88888 88888 88888 8888888888888888888 88 888 888 888 888888888888 888888 8888 8888 88 888 888 8888 888888888 888888 8888 88 888 8888888888 888 88 888 88 888 888 88888888 8888888888 888 888 88 8888 88 888 888 88888888 8888888888888888 888 88 8888888888 88 888 888 8888888 888 8888888888888888 888 88888888888888888 888 888 888 888888888 88888888 888 888888888 888 888 888 888888 888888888 88888888 88 888 888 888888 8888888 88888888 88 88888888888 888 8888 8888 888888 8888 888888888888888888888 888 8888 8888 8888 8888 88888888888888888888888 888 8888 888888888 88888888888888888888888 888 8888 888888888 88888888888 8888888 888 8888 888888888 88888888 88888 888 8888 8888 8888 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But our princess is in another castle! \==HARARA MOUNTAINS==/ |
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99
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Community / DevLogs / Re: AsciiWare
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on: January 17, 2009, 05:06:18 PM
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ASCII is good because, if you'll pardon the simplified terminology, it's ugly by default and it's really hard to make it beautiful. So when you use ASCII, you're freeing yourself from the constraints of good aesthetic taste. You don't need to be an artist to use ASCII, unlike most other art styles. It's an aesthetic that allows you to concentrate on the programming or the gameplay or whatever. And it's retro!
And, of course, it imposes a bunch of constraints. Constraints are fabulous.
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