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Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"]
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on: January 16, 2012, 02:23:40 PM
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When I press up, then press left while still holding up, and then let go of left, I can walk up backwards.  Blue Guy Alpha 01
In which: A Trippin' Blueclad Hero Moonwalks at The Beach
Yes, completely *cough* intentional *cough*. I assure you. I actually didn't think the art looked all too pleasing, but it actually looks pretty awesome in action.
Very good to hear, as I was pretty nervous for how it would all feel in motion, not even having tested the animations  Having criticized your prototype's code, though, I feel obligated to provide a solution.
I'm guessing that you're using keyboard release events for changing sprites back. In such a case, the situation can be remedied by checking to make sure none of the other three keys are being pressed before changing the sprite in the key release event.
Sounds like a reasonable solution. Unfortunately, I don't know how to "check" for anything. Fortunately, Zack zooms in like a super hero again, sending me an email where he writes that he can fix it for me (with commented code, yay! ...Not that I'm likely to understand much, despite his efforts>_> I'll do my best, of course!)!
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Jobs / Collaborations / Re: I have made a bunch of tilesets and sprites; help me make it happen!
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on: January 16, 2012, 04:53:57 AM
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God fucking damn it, I'm always in awe when I see a promosing, well-running prototype.
Those are extremely heart-warming words, good Sir!  You won't be getting any slander from me, I assure you - I know it's a simple demo, but I had a blast running around that simple map and having a look around the "village".
Who made that map? There has to have been at least *some* kind of planning behind this, even if it was just three minutes of assigning tiles.
Yay! It was fun! My life has purpose! :O Well, it's really all thanks to Zack here... He wrote all the code, and quite frankly, I don't understand 5% of it  I made the "map", but yeah, no; not much thought behind it (I just expanded upon some placeholder blocks Zack had put in a room), I'm afraid I have to disappoint you ^^, I promise I'll really put my heart into designing maps when we get to making an actual game  @Zack Bell Fantastic! Truth is..., I don't really understand...pretty much ALL of it  You will!? Hooray!! 
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Jobs / Collaborations / Re: I have made a bunch of tilesets and sprites; help me make it happen!
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on: January 15, 2012, 05:15:10 AM
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@bjadams I understand your sentiments, and that is certainly true for the most part. Yet, I believe that as long as a solid and simple framework is in place, I'll be able to trdge through the process of creating the whole world and its inhabitants on my own, should everyone else jump the ship. Try thinking Knytt Stories; The game mechanics are very simple, but the atmosphere in the graphics and sound added to the element of exploration makes the games worth playing (for some).
I might fail horribly, of course, but for the moment I still retain hope :3 Especially since Zack bell, that awesome dude, just made me a smooth movement code! I'll upload a proof-of-concept demo later today.
I really appreciate that you're interested in working with me, and it really warms my heart to hear people say they like my art (especially HERE, where so many are divinely good at pixelart)! I would love making a simple game with you, if that's what you want, but I'm kind of skeptical to phone games... I know you can get easy money that way (at least, that's what I hear), but personally I hate touchphones and the fact that they steal all the interesting indiegames from the PC :/ It's hard to even find a phone with proper buttons these days...
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Community / DevLogs / Re: Puppet Children (Now playable)
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on: January 14, 2012, 03:08:39 AM
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Yes. The walljumping (and jumping in general) feels very...right, and so I found myself jumping from wall to wall for quite som time, just for the fun of it 
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Community / DevLogs / Re: Puppet Children (Now playable)
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on: January 13, 2012, 03:36:43 PM
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Looking forward to it! A level editor sounds like a great idea; it gave Knytt a long-lasting life, and would've spawned an entire universe of Cave Story stories had that game been blessed with one :3
(Also, nublets like myself love to stack walls and stuff around and pretend we're making actual games ;_;)
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Jobs / Collaborations / Re: I have made a bunch of tilesets and sprites; help me make it happen!
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on: January 13, 2012, 03:27:41 PM
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Sounds just wonderful!  If you could slap together a working demo, with at least movement and collision working properly, I'd have a great starting point! Would love it if you could try and explain some of the code to me as well, if you can spare the time; I know next to nothing, but I'm very eager to learn  If you PM me an email address, I'll send along the sprites and tilesets I've made. Some aren't quite done, and I haven't had opportunity to test any of the sprite animations yet, so I doubt they flow very smoothly... But let me know what to fix, and I'll go for it!!
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Community / DevLogs / Re: Puppet Children (Now playable)
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on: January 13, 2012, 01:22:48 PM
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Tried! It's as beautiful in motion as it is in pictures; smooth animations and all, and even more importantly: The movement feels TIGHT.  Also, the animated grass is filthy fucking nice. MAKE IT HAPPEN.
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Community / DevLogs / Re: Puppet Children (Now playable)
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on: January 13, 2012, 01:13:16 PM
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Knytt Stories Super Meat Boy Hiyao Miyazaki
Might possibly the three best things in this world. And this really DOES look like a combination of them all. And it's fucking BEAUTIFUL. I'm simply amazed.
Brb, downloading.
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Jobs / Collaborations / Re: I have made a bunch of tilesets and sprites; help me make it happen!
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on: January 13, 2012, 01:02:28 PM
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It definitely looks like you have a lot of work done. Several different tile sets and what not. How large of a game are you wanting to make?
Thanks a lot  I am thinking rather large in terms of size, as I want the player to be able to really explore a world. Yet, the programming and coded game-mechanics need not be overly sophisticated. I love spending time on putting together mocks, and so mapping shouldn't really be a concern when it comes to the potential programmer's use of time; I'd love to map for hours and hours Are there any original mechanics or is it simply a zelda-clone (this isn't always a bad thing)?
I'd love to glorify it with rosy words like "innovation" and "immersive action experience" and all that jazz, but the truth is...; Yes, I want what you could call a Zelda-clone.  Of course, it would be nice with some original items, and I want the story to be quite different from most Zelda titles. I was also thinking that it would be fun to implement a little "minigame" of procedurally generated dungeons, spawned when the player digs a hole with a spade and jumps into it (using a ropeladder item?). This requires, of course, more advanced coding, and is not really required. Re: Pixel art - looks rock-solid style-wise, at least to my tastes. Sure, everyone can improve, but I'd definitely play something with these graphics.
If you need critique, I'd recommend watching your outlines - I spot quite a few instances in your pic where tiles have strong black outlines, while characters seem to have none at all. This is something you might want to consider in future projects.
Wow! I really, REALLY cherish your flattery, my friend!  It means a lot to me to know that someone would enjoy playing a game with these tiles! I've been thinking quite a bit on outlining... I started by making some sprites, and found that I didn't really like outlines..., but then I made some tiles, and they weren't very easily readable without outlines... A dilemma  I will think on what you've said, and maybe try and edit some sprites...
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Jobs / Collaborations / I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"]
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on: January 13, 2012, 05:02:51 AM
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 So, I (like most little scrubs) dream about making a game. Unfortunately, I cannot program for shit. I have tried, and it...kind of worked..., but it was terrible. It looked like this:  This time, I want to make a game that is fun to play, and doesn't crash every other minute. To do that, I need you, the Programmer  The game doesn not require advanced mechanics (precise movement, some block-pushing, simple enemy AI and a save system), so it shouldn't be too hard for you programming Gods. I'm thinking an action RPG, similar to the Zelda games for Game Boy Color, with an emphasis on fighting and exploration, and a couple of simple puzzles. The story should be delivered mostly through the player's actions, and not with walls of text. I have many ideas for story and characters, but nothing is decided, and I'm very open for suggestions. I'm usually very amiable, so you'll have great opportunity to shape the game with me. I will also try my best to make any tileset or sprite you might demand or think fitting; just say the word. I highly doubt the game will be commercially sellable, so chances are high there will be no money in it for you; BUT, should we collectively decide to go commercial, the profits will of course be split evenly amongst us (and maybe a potential musician). I wouldn't count on it, though. The only thing I demand from you, is basic programming skills and great lust to see this through; I work way too much on this (despite not even knowing any code language), and you do not expect you to waste as much time as me on this project, but you must be willing to try. I have been in too many collaborative projects where everyone else jumps the boat after the second week. Let's not have that happen. Well then, who will step forward and let me appoint them Head Wizard?  I thank you all for your attention  (Feedback on the mockups in the uppermost picture is also very welcome; I'm quite aware that I'm no master at pixelart, but I fervently want to learn.) Here's the latest build, everyone:http://www.2shared.com/file/8gYUWCZl/Dungeontest10.html(Now includes tiles and sprites intended for Jasmine's game) WASD, Z, X, I, Spacebar, Arrow Keys, F2 and F3 does stuff. Try it.
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Developer / Playtesting / Re: Introductions and new game, Melee Man!
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on: December 12, 2011, 08:08:12 AM
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Make me a standalone PC version, and I'll probably play the shit out of it. Love the look and feel, but I can't really force myself to play in a browser (dunno, personal preference). Also, it's annoying that you have to use the mouse to click in the menu between every stage/death.
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Community / Townhall / Re: Runners Grinders has aired it's promo!
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on: December 12, 2011, 07:52:18 AM
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All those delicious pixels...wasted on iPhone Sports? C'mon now, does it look like us sexy, buff people need exercise?  Use these graphics and make me a PC Action-RPG, and I'll start throwing wallets at you for exercise.
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Developer / Playtesting / Re: Collect, Construct, Conquer!
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on: December 08, 2011, 04:18:24 PM
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Love the lights/shadows, and the rounded edges look good, but what I meant to say that you should add is border-transistions between tiles of different types. Dirt, rock and sand seems that they weren't made to ever touch.
Have a look at Terraria's tilesets, and you'll get a general idea of one way to deal with this issue; Making empty "channels" between tiles of different types.
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