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101
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Developer / Art / Re: Very noob pixel art questions
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on: August 21, 2015, 03:49:08 AM
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Not really sure what you aren't understanding. The screenshot you originally posted is scaled up 4x. They don't scale the art, but rather the entire game window.
A lot of developers that create games with pixel art don't do this, and instead scale up the art, but then you're left with the possibility of conflicting pixel ratios, and "sub-pixel" movement. Personally, I think it's a bad way of doing it, but that's just me I guess.
You're doing something similar here. You're scaling up the art, and then animating it, hence why the legs on the spider head thing retain more of the blocky edges.
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103
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Community / DevLogs / Re: Rangers
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on: August 15, 2015, 01:06:13 AM
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Added in climbing and crawling tonight. Climbing works 100% properly, because it's just a small modification of the normal movement code, and works properly with the collision detection (Which is separate from movement). Crawling though, is a bit less stable. It's working for the most part, although I've run into a few bugs with it that I've fixed kind of shoddily, so I'll probably end up having to fix things again in the future. Also need to do an animation for it, which I'll probably end up putting off for a while.  I also fixed some stuff with slopes. Before, there was only proper collision detection if the player was moving up a slope, and the player would sort of "fall" down slopes awkwardly because of gravity, but I added collision detection for moving down slopes, so it's nice and smooth now. ----------- Not exactly sure what I should work on now. I kind of want to put off mapping for a while, until I have more of a proper direction for the game. Might just take a break for a while until I know what I want to do.
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104
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Community / DevLogs / Re: Rangers
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on: August 13, 2015, 07:15:05 PM
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Worked on extended gamepad support today, part of which included an in-game keyboard for file select stuff:  I was originally only going to have the keyboard for gamepad support, but I like the "classic" feel of it, and decided to keep it for actual keyboard use as well. More fun that way. 
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106
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Community / DevLogs / Re: Rangers
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on: August 12, 2015, 07:35:45 PM
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 New meadow-themed area. Also, I decided to reuse the old character design/animations from Traversia. Mostly because they look nicer, but I also came up with a new idea for the story, that will still involve the park and rangers, but you'll be playing as a tourist, with basically the same role I had for the ranger before. Don't want to reveal too much stuff just yet. 
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107
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Community / DevLogs / Re: Rangers
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on: August 12, 2015, 02:58:59 PM
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Hi, Are you still working on this game? I write music and would love to be a part of this. If you're interested you'll find my music here https://open.spotify.com/album/1tlOC3aSiEEDzlG9bm3dEFhttps://vimeo.com/home/myvideos (I made the videos as well) https://soundcloud.com/olasandberg I'd be super into making more digital music towards the "bitty" sort of lo-fi stuff. But I'm still into ambient music, think the two would combine well. I'm currently studying music production and will begin my last year this fall and get my bachelors degree next year. If my grammar is a bit off I blame being from Sweden. Get back to me if you're interested. Best, Ola Just made an update post today, so yes, I am working on it. However, I have a friend who's been doing music for the game, and has done a few tracks already. Thank you for the offer though!
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108
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Community / DevLogs / Re: Rangers
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on: August 12, 2015, 06:29:10 AM
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Not a whole lot to share, although I've fixed up some stuff and added a few things... - Fixed jumpthrough blocks. Before, I wasn't able to have more than 1 jumpthrough block in an area where the player would collide with 2 at the same time (Like in a vertical line), due to the way I was checking for jumpthrough blocks below the player. However, I realized I could easily fix this, and did. - Added gamepad support. Right now, it treats every controller as an Xbox One controller, as far as GUI icons go, but I'll be adding PS4 controller icons eventually, and maybe 360/PS3 (Although AFAIK, the PS3 buttons looks the same as PS4). - Changed the winter foliage colors from a really dull green, to a nice orangish-brown color. You'll also notice that the pine trees and water plants have a yellowish-green color, and it's because they use the color from the previous season (Except for Spring, which has more blueish pine trees/water plants).  Up next on my to-do list is... - Climbing. Should be pretty simple to add, considering I added swimming, which was always something I thought would be really hard to add for some reason. - Crawling. This might be weird, since it'll change the hitbox of the player to be 1 tile high instead of 1 and 1/2, and no other movement actions change that as of now. This will probably be the last movement-related thing I add, unless I think of anything else. - Map Concepts. I want to plan out the map in the game so I can just map out a bunch of areas to explore. For the most part, the game is going to take place in a forest, but there will also be some beaches/lakes, swamps, fields, mountains, caves, and so on. - Ambiance. I've already added a lot of ambient things, like the different creatures that are only there for visual effect, ambient sounds, and so on, and I want to add more. First thing is probably going to be fish and other water creatures, like frogs, and maybe crocodiles for the swamp area.  -------- It's been fun working on the game again, and so far, I haven't really hit any major roadblocks, aside from not really knowing what direction I want to take the game. But, I can still work on core stuff, and other things that would be there regardless of how the game turns out.
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109
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Community / DevLogs / Re: Rangers
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on: August 09, 2015, 05:10:43 PM
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BEES!  They start chasing you if you get too close, and will retreat back to their hive if you jump in water or leave the area. Going to make it so if you shoot the hive, it destroys it, and the bees just vanish.
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110
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Community / DevLogs / Re: Rangers
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on: August 09, 2015, 12:48:10 AM
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So...I've gotten the desire to work on this again. Not sure how long it'll last, but whatever.
I finished up some of the beach tileset stuff I was too lazy to do before, changed how the camera works (So that rooms with more "vertical" areas work well with it), added a white outline to the player to help with contrast issues (Not sure if I'm going to keep this or not though), created a new "inner forest" background, and some other minor stuff.
I also updated the opening post with some new screenshots, and changed the "description" of the game to something I feel is more appropriate. I'm uncertain with the direction I want to take the game, and I've realized that I shouldn't just try to rush myself to come up with something when I don't even know what I want.
For now, I'm just going to be creating cool environments in the game, and just mapping out random areas and whatnot.
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112
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Community / DevLogs / Re: ♜ Kingdom ♜
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on: July 06, 2015, 01:56:53 PM
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Definitely appreciate the proper pixel scaling. Even if it looks good, it's kind of gimmicky to have "big pixel" style graphics, but higher res rotation and whatnot. Sticking to a single pixel resolution with everything will always look better IMO.
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117
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Community / DevLogs / Re: Pixel Pirate in Bits of Eight
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on: April 26, 2015, 01:43:12 AM
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Looks great. Just a suggestion though, maybe shorten his sleeves and make his hair recede a bit in the last one to further differentiate it and make it more clear that it changed.
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118
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Community / DevLogs / Re: Pixel Pirate in Bits of Eight
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on: March 18, 2015, 12:51:55 AM
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I personally don't think the new style feels NES-like at all, but maybe that's just me. After all, there's more to the NES style than just the palette. The shading looks "too" complex and unfitting, and so on.
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