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Developer / Art / Re: Editing color palettes wtf
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on: May 28, 2014, 06:17:14 PM
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Pro Motion looks promising, I'll check that out soon.
I found a work-around in GraphicsGale: draw the palette in the upper left corner (works on PNG anyway) in the order you want the indexed palette to have. All_Frames->Color_Depth~24bit and then All_Frames->Color_Depth~8bit.
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Developer / Art / Editing color palettes wtf
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on: May 28, 2014, 05:33:54 PM
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EDIT:
I can say this more concisely: what's the best program for rearranging colors on a palette? The sprite must retain the correct colors. Gimp does this but I want to be able to temporarily edit colors to bright red if I am unsure where in the sprite they are used.
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Developer / Art / Re: Pixel editor / animator
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on: September 07, 2009, 01:52:59 PM
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I just figured out how to do it. You can drag the current foreground/background color and drop it on any color palette square after editing RGB values. This is the quicker alternative to double-clicking on the color to open that MSpaint-style window. You can also blend across a number of palette squares using the gradation function in the palette pull-down. This is pretty nice, the only thing missing is being able to select areas on the palette for copy-paste between palettes.
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Developer / Art / Re: Pixel editor / animator
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on: September 07, 2009, 12:36:29 PM
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Ok yeah, this is better. Frame stepping and other functions can be assigned to keys. The color palette can't be edited without opening the clunky mspaint-style window despite the RGB values being in clear view and editable. Free version outputs animation in bmps or one tiled bmp. A comfortable distance from awful, thanks wild galebot.
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Developer / Art / Pixel editor / animator
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on: September 07, 2009, 11:28:46 AM
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I just played around with mtpaint and animpixels and my initial impression is that they are just shy of awful. I want frame advance with arrow keys and a color RGB editor always present in the window. At least the frame control with the arrow keys must be available some where, right?
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7
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Developer / Playtesting / Re: The Moonkeeper (0.93)
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on: May 22, 2009, 02:14:48 AM
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I can run the app fine but when I start a game the screen goes black. I can hear reactions to jumping and shooting. 2gig ram 8800gts. Derek had some similar problems with Spelunky. I think it has something to do with how you load sprites into memory.
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Developer / Playtesting / Re: Don't Look Back
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on: March 06, 2009, 05:38:24 AM
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Cool game. I almost gave up on the black screen and the screen with the 3 jumpers but otherwise the difficulty made it engaging for me.
I wonder if you are also a fan of Out of this World (Another World).
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: January 27, 2009, 10:48:39 AM
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Hello fellow TIG fans, my name is Jason. I've set aside some time this semester to try to complete a little freeware game. I put this pic together to illustrate the complete evolution of video games.  I am big on procedural content in all forms and would like to attempt some fairly complex works later. I want to first get the basics down because I have a few tech demos but no complete games. Here is a pic of a simple game I started a few weeks ago. 
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Developer / Playtesting / Re: Spelunky v0.99.5
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on: January 27, 2009, 09:12:39 AM
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I found a temporary fix for the black sprites bug, play a quicktime movie in full screen mode prior to running Spelunky. The black sprite bug was fixed during gameplay in 99.5 but this fixes it on the intro and menu screens.
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Developer / Playtesting / Re: Nanovoid
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on: January 21, 2009, 11:47:08 AM
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@vdgmprgrmr: Does your forum-name have some special meaning? I don't get it.  I don't think Germans are big on sarcasm so I'll give you a serious answer. He's a video game programmer but has no time for vowels.
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Developer / Playtesting / Re: Nanovoid
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on: January 17, 2009, 01:09:18 PM
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I left this on my desktop this week and ended up playing it 7 times. Just beat the impossible boss w/ a bit of luck. I like the new sprites. I'd personally like to see them used to randomized battles so I could play it in short 3 min breaks but I'll stay tuned to see what you do.
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Developer / Playtesting / Re: The Hum
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on: January 12, 2009, 06:24:06 AM
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I like hunting down the sound but I was wishing there was a run key. More often than not I'd get pummeled just as I picked out the correct tone. The art would be fine if there were more detail in view.
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Developer / Playtesting / Re: Shade
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on: January 12, 2009, 06:03:37 AM
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Shade mechanic doesn't disappoint but the game lacks tension since the sun damage is so slight. Not sure how the casual gaming audience would experience this though.
I like the partial shade coverage on objects but agree that I'd like to know exactly when the player and mushrooms are in the shade. Maybe turning on a transparent flare sprite over them when in the sun would do the trick.
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Developer / Playtesting / Re: A Sea of Soil
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on: January 09, 2009, 03:58:44 AM
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I found the exit right when I was about to give up on levels 2 and 3. How about a simple HUD to remind you what suits/keys you've picked up? Intro was pretty funny.
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Developer / Playtesting / Re: I am Telekinetic
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on: January 09, 2009, 03:35:14 AM
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That was neat. I didn't realize until the final room after the rushing bugs that what I wanted was for the telekinesis focus to hover when it reaches the clicked point. That might take away from the feel somehow though.
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