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121
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Developer / Art / Re: show us some of your pixel work
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on: February 05, 2015, 03:38:27 AM
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Project that Im not working anymore..  shame you're not working on this anymore. it was honestly the best tileset i've ever seen. everything about it just looked so good. then again, everything you do looks really, really good.
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122
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Community / DevLogs / Re: Shoppy Mart - grocery sim
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on: January 26, 2015, 03:48:53 PM
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I don't know what it is, but the customer's walking animation is hilarious and charming. I think that sort of shoddy, Flash-esque style works really well honestly, even if it's just placeholder art.
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123
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Community / DevLogs / Re: Rangers
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on: January 25, 2015, 09:31:49 PM
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Probably not. The map in the game isn't randomly generated or anything, and while my current method of mapping would work easily with random generation (And I guess a level editor at that), I feel like having a pre-made world with lots of detail would be better.
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124
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Community / DevLogs / Re: Rangers
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on: January 25, 2015, 02:34:25 PM
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That's what I was doing at first, but I completely forgot about saving object states for stuff like trees that have been cut down, plants that have been harvested, etc. I couldn't really think of a way to do it, so I just resorted to using the game_save/game_load functions.
I'm thinking I could maybe have .ini files for every room, and then have it save info for objects that need it (Like trees, since you can cut them done, and they obviously shouldn't just magically repair themselves when you load the game) on an instance-by-instance basis. Then when the game loads, it just checks the instance id and pulls the info for that instance from the .ini file.
EDIT: Test this out, and it works! No more sketchy built-in save system!
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125
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Community / DevLogs / Re: Rangers
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on: January 24, 2015, 08:54:32 PM
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Just finished the file select and saving/loading system. Apparently Game Maker has game_save/game_load functions that basically save the state of the game completely, which is definitely something I needed to save the state of objects and whatnot. So it uses that, and then also loads data from an .ini file as sort of a "double check" or whatever you'd call it. Made a .gif of the file selection screen as well: 
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126
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Developer / Art / Re: GIFs of games being worked on
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on: January 24, 2015, 04:24:32 AM
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Looks really neat, although when the character goes through the water, it seems a bit unnatural, as if it's like jello or something. Also, I figured the arrows would affect the water as well, considering they're moving fast enough to break through the chains.
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127
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Community / DevLogs / Re: Rangers
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on: January 23, 2015, 02:15:35 AM
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Traversia was more of a linear, story-based platformer, whereas Rangers is a survival/exploration game. Rangers is more open-ended when it comes to gameplay, although it'll also have story elements backing it.
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128
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Community / DevLogs / Re: Rangers
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on: January 23, 2015, 01:07:38 AM
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NOTE: ALL POSTS BEFORE THIS ONE WERE FOR MY PREVIOUS PROJECT, TRAVERSIA!I decided to reuse this thread for my current project, Rangers, since Traversia and Rangers had a lot of similarities, to the point that I reused most of the assets from Traversia for it. And since it's basically a continuation of Traversia, albeit a different game. I've posted info and screenshots and whatnot in the opening post, and will be updating this thread regularly. Also, I made an updated timelapse video for Rangers: Anyway, thanks for checking out the devlog, and stay tuned for more updates!
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135
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Developer / Art / Re: GIFs of games being worked on
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on: August 30, 2014, 09:09:53 AM
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Or the sun position. Or anything you want, really. It was a very minor comment, it looks lovely as-is!
Oh, I see what you're referring to now. I thought you were just talking about the angle of the god rays relative to the sun's position (Since they sun changes position horiztonally/vertically based on the time of day). Yeah, I know it's kind of weird for there to be god rays when the sun is actually visible on the screen, but I love god rays too much to sacrifice them for "realism." 
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136
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Developer / Art / Re: GIFs of games being worked on
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on: August 30, 2014, 08:33:51 AM
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It looks really really good, and I love the palette! Very "cool". The light berams are a great touch, especially those in the pond.  But then I noticed the sun position relative to them. I can't un-notice that now. Thanks for pointing that out. I didn't even think about that TBH, but I'll be sure to change the angles to match the sun's position now. 
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137
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Developer / Art / Re: GIFs of games being worked on
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on: August 30, 2014, 06:14:07 AM
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@Forstride dude that windmill. What did you use to get that pixel rotation effect. I see you used it on the butterflies too. Awesome looking game btw.
Well, I use Game Maker, so it's basically handled for you if you provide an angle value when drawing the sprite. Also, the sprites are all at a 1:1 resolution, and then the game window is scaled up (It's at 2x in the GIF, but I normally have it at 4x, which is 1280x720), so everything retains its pixelated looked.
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139
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Community / DevLogs / Re: Traversia
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on: August 29, 2014, 04:32:03 AM
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So, as most of you probably guessed, Traversia was abandoned long ago. However, I recently started a new project called Rangers, which uses a lot of assets from Traversia, and has a very similar atmosphere.
I made a timelapse video showing off the day/night cycle in it, and I figured instead of making a separate thread for Rangers (I'm going to wait a while until I do that), I'd just post it here, since it's essentially a reboot of Traversia.
Enjoy.
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