Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 11:15:07 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 6 7 [8]
141  Community / DevLogs / Re: Even the Ocean on: July 15, 2013, 07:21:14 PM
Just a quick pixel sketch I made in the last hour. I fired jon and now am doing everything for the game.

even though those are ripped you've still done more than jon has the past fucking decade

WELL NOW

But actually I just moved and finally got my internet set up and the pixels will flow shortlyyy!
142  Player / General / Re: Male Power Fantasies on: July 05, 2013, 03:28:59 PM
Hi old thread! I think in response to the original question--theoretically nothing wrong with male power fantasies. But yes, there is an oversaturation problem. And unfortunately many MPF games are sexist, and treat women as subhuman props. This is not inherent to a MPF, but it's a problematic issue that is still pretty common to them.
143  Developer / Art / Adjusting Colors in Palette Files on: June 08, 2013, 10:42:42 PM
Hi all,
I'm trying to make a color palette, started out using JWK5's palette tool:
http://forums.tigsource.com/index.php?topic=25396.msg717704#msg717704

This is a great start, but I would like to be able to take that palette and apply adjustments to it in Photoshop like Levels or Curves as you would to an image.

Does anyone know of a way to do that or to convert between palette (PAL, ACO, or ACT) and image (probably GIF, BMP, or PNG) files?

Thanks!
144  Community / DevLogs / Re: NDE on: June 04, 2013, 11:26:17 AM
np, I'm excited to see where this goes!

next time I'm stuck on a sprite i'll try that shaking the screen around trick
145  Community / DevLogs / Re: NDE on: June 03, 2013, 09:26:20 PM
Hi nice pixels mush  Hand Pencil
146  Community / DevLogs / Re: Human Passage on: April 14, 2013, 01:52:16 PM


I don't even know
147  Community / DevLogs / Re: Anodyne: adventure through a dream world - available now ($8) on: February 04, 2013, 09:33:14 AM
Hi TIGSourcers! I haven't been super vocal in this thread, but I've read every post and I really appreciate everyone who has been following Anodyne's development. Thank you so much for the comments, support, complements, and criticism. During the rougher parts of development it was great to be able to come here and see that people were actually interested in the project! I hope you enjoy the game if you play it, and best of luck in all of your own game-making endeavors. <3 Jon  ; Smiley
148  Community / DevLogs / Re: Anodyne - A 16-bit, Zelda-ish adventure. Pre-order OST now! on: January 01, 2013, 04:14:32 PM
@SolarLune:  whoops, we'll fix those bunny ears, thanks Smiley... Glad you like the graphics in that area!
149  Community / DevLogs / Re: Anodyne (now with polished demo, and a talk) - A zelda-ish-kinda adventure on: October 27, 2012, 09:44:10 PM
Dude, AD1337, that is incredible and really exciting!  Thank you so much!  I'm so glad you enjoyed the demo!
150  Community / DevLogs / Re: Anodyne (now with polished demo!) - A zelda-ish-kinda adventure on: October 02, 2012, 11:01:25 AM
Yep, sorry guys, I am trying to pound out the remaining tilesets but keep getting sidetracked by school and life.  I'm currently working on the last really expansive tileset, then there are a few more, then I'll switch gears to story and area design.  New screenshots will come in a bit!  A lot of my recent work i think is better than the earlier stuff, or at least more interesting, so that is good.  The areas that I'm working on now are of the sort where I think the graphics will have more weight to pull, as they are less focused on combat/puzzles.  So I'm trying to heighten the sense of style and the visual complexity.
151  Community / DevLogs / Re: Anodyne - A zelda-ish-kinda adventure on: September 12, 2012, 07:57:46 AM
Well, I can see how you might think it looks more like ff6 than zelda, seeing as I'm using a bigger range of colors and a less cartoony style than the GBC zeldas.  I'm also not using the weird sort of perspective of Zelda rooms (Which allows you to see the faces of all four walls, rather than just the top one).
152  Community / DevLogs / Re: Anodyne - 2D zelda-like (Vote on Greenlight! And trailer!) on: September 02, 2012, 04:37:11 PM
Hi guys, a note about the dungeon makeover that Sean just posted: It may not be immediately obvious why I remade it at all in the first place.  In fact, in many ways, the first one is a lot fancier, with more organic wall shapes that do a much better job of "eliminating the grid".  Well, it turns out that in game, there are some pretty complicated screens that involve multiple levels of ground, and all kinds of stuff, and that old tileset was really not going to cut it.  when you're working with a 10x10 grid of tiles, sometimes eliminating the grid actually works against you, obscuring the structure of the dungeon from the player, and pulling them out of the experience.  The complex walls and also the fact that the walls were brightly colored made them not portray the depth of multiple ground levels well.  So that's what I was thinking while working on the second tileset.  Also, I worked much harder to use color to my advantage--In the first tileset everything is closer in hue; in the second, I made the ground much greener and the walls and crystals much bluer which helps the eye to immediately realize where you can walk vs where you cannot.

I chose a cruddy screenshot to capture all of this, but it was a pretty interesting and sometimes counter-intuitive process that I think was ultimately quite successful.
153  Community / DevLogs / Re: Anodyne - 2D Topdown Adventure, zelda/yume nikki influences on: August 26, 2012, 07:58:22 PM
Hi Toast_trip!  I'm the guy doing the art.  Thanks so much for all the great feedback.  It'll definitely be helpful as we continue to work on the game.

Some things will definitely be ironed out just by the game becoming more completed.  I'm working on bringing more clarity to the game through the art, and I think having more complete sfx will help as well.  The menu and stuff will have a complete overhaul too.  Also, some tidbits of story stuff are coming--I'm working on that.
154  Community / DevLogs / Re: Anodyne - 2D Topdown Adventure, zelda/yume nikki influences on: August 21, 2012, 02:25:42 PM
Yep, you're right about the depth.  In large part, I think, because there's a chunk of the second-from-darkest color that stays static, making it look like a solid object instead of water.  I'll do some refinements later.

Sorry I haven't been updating much about the art, but I read the comments and appreciate all the feedback and compliments, so thanks to everyone who commented!  I'm just in crazy crunch mode getting as much as I can done before school starts back up.  Gotta get this thing finished or all is for naught!

Also, lols at the fez emoticon, just noticed that... Gomez !
155  Community / DevLogs / Re: Intra - An exploration-based Zelda-like through a boy's mind on: July 12, 2012, 04:42:22 PM
Hi all!  Jon here.  Here's a screenshot of my tile workflow in Photoshop.  I'm using smart objects to create a little live preview area, and it's working really well!  As I said earlier, I'll probably post a tutorial about it later, because there are a lot of really cool things that it lets you do.  But you can probably just figure it out for yourself if you've used photoshop.  I also have a bit of concept art there, so you can see how I've decided to translate the concept art to tiles.



Of course all the tiles you've seen so far have just been my first go.  As I do more of the tilesets, I'll also be going back and tweaking, as well as adding a lot more variety in the tilesets!  Any feedback welcome, as well.
156  Community / DevLogs / Re: Intra (demo that needs YOUR feedback!) on: June 28, 2012, 10:05:19 PM
Hi, just checking in here!  I'm the artist and I'm excited to be working on this project.  Intra's off to a really solid start, and there are a lot of cool design goals in play here.  I've been interested in game dev forever, but my projects usually get stuck because I'm not that good of a programmer (I grew up on ZZT, OHRRPGCE, and Gamemaker).  So this is a really cool opportunity for me.

One point of interest: I've been looking forever for a good tile-editing program.  There's few enough that have a tiling preview, and the ones that do usually aren't that flexible.  But last night I figured out a really cool setup in Photoshop that allows for great, flexible previewing, using smart objects!  When I have time later, I'll make a full post about it, because it's exactly the kind of thing I've been looking for for years and it works amazingly well for me!

The first tileset is coming along well.  A lot of the tiles are at least sort of done.  Probably will need to do a few passes of refinement, but hopefully we'll have some screenshots soon.
Pages: 1 ... 6 7 [8]
Theme orange-lt created by panic