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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 08:30:18 PM

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1  Developer / Art / Re: show us some of your pixel work on: June 01, 2018, 09:18:24 AM
Wow that looks really good! Addicted

If you can find the time to do a "making of" tutorial....

Thanks! I've already made a few ships and plan to do a few more, you can see them on my Twitter @Skaz_ 
I've posted the sprite sheets, I plan on making a tutorial in the future.

Cool! That looks the X-Wing from Star Wars.

Well it is! ^^
2  Developer / Art / Re: show us some of your pixel work on: May 31, 2018, 01:15:35 PM
Stacked sprites!
3  Developer / Art / Re: show us some of your pixel work on: May 31, 2018, 12:49:28 PM
Hey there!

Having fun making fake 3D spaceships when not making spaceships for work.

4  Developer / Art / Re: GIFs of games being worked on on: July 28, 2017, 03:55:33 AM
That works fine! Only small issue is if you start re-auto-tiling on top of your handplaced tiles, then the system can get confused. As in it starts putting the wrong tiles at that location, nothing you can't hand-fix.

Great! I'll consider making an auto tile version of the sheet to make the first pass quicker ^^

On the subject of gifs:


5  Developer / Art / Re: GIFs of games being worked on on: July 26, 2017, 11:22:01 PM
Started using GM's autotile stuff for speed/quality of life. One thing I got used to though when doing tiling by hand was adding variation to tiles, using other compatible tiles I had prepared. Autotile doesn't let me do that, so this afternoon I wrote a script that at runtime goes through my tile layers and pseudo-randomly mixes tiles around a bit to break repetition!

That's really interesting! As someone who hand-place every tile, it's time consuming. Would it be possible to auto-tile, then come back on the same layer to handplace some? Not tried the auto-tile yet, so I don't know how it works.
6  Developer / Art / Re: show us some of your pixel work on: July 17, 2017, 12:36:21 PM


Life always find a way.
7  Developer / Art / Re: show us some of your pixel work on: June 22, 2017, 01:23:14 AM
I'm thinking pill bug. But cool either way, can you ride on its back in-game?

Thanks! No, attempting to ride it would only lead to severe injury or death.
8  Developer / Art / Re: show us some of your pixel work on: June 20, 2017, 03:52:18 PM
A slug-ish monster with dino legs.

9  Community / DevLogs / Re: EL AZOR 1bit goshawkman jump&slash on: May 05, 2017, 01:14:06 AM
They surely will Wink
10  Developer / Art / Re: show us some of your pixel work on: April 05, 2017, 02:19:56 PM
11  Developer / Art / Re: show us some of your pixel work on: March 23, 2017, 01:26:00 PM
Handhelds:





They're so cute!

Working on some good ol' stone bricks right now.

12  Community / Tutorials / Re: Game Maker Tuts on: March 23, 2017, 01:23:16 PM
Is there anyone interested in a tutorial on pixel perfect upscale in Game Maker? I have tow version of it, one rendering an upscaled version of the view to a monitor size picture, and another one rendering an actual low res image, upscaled properly.

Apparently there is nothing up to date here, and I remember how it pissed me to fail at upscaling properly my pixel art when I started. Angry

Im definitely interested.

Yeah, me too! I Don't understand how those fricking camera works now in GM2... So if anyone has any resource to make this things clearer, I'm interested.
13  Community / DevLogs / Re: Elysis (Topdown Action Adventure) on: February 22, 2017, 11:43:56 PM
Going from page 1 to 26, your pixel art has improved tremendously.  Gentleman Keep up!
14  Developer / Art / Re: show us some of your pixel work on: February 06, 2017, 01:33:59 AM
@Skaz these look really smooth, awesome stuff!
Just noticing that in the run cycle you don't have a strong keyframe selling the legs crossing from one foot to the other, it looks as if the front foot and rear foot are the same foot for the entire cycle. Like some sort of odd stutter-skipping.

I spent so much time looking at it that I didn't noticed it. Thanks a lot! I'll go back to the drawing board to fix that.
15  Developer / Art / Re: show us some of your pixel work on: February 04, 2017, 06:01:18 AM
@skaz
These are really nice. :D Didn't you submit these to Spriters-Club earlier? Are they going to be for a top-down game or a side-scrolling one? If the former, shouldn't the legs be in different planes like your avatar? Either way, I really like the silhouettes of these guys.

Thanks! Indeed I did Wink Those are for a sidescroller project.
16  Developer / Art / Re: show us some of your pixel work on: February 03, 2017, 08:17:59 AM

New level for 5734L3R.


Awesome as usual. I really dig this style.

I'm back at pixelling dwarves, resurrecting a very old project from it's ashes. Template for man and woman character, and the run cycle of the woman. Trying to make a stop animation right now, not that easy. Any advice or examples?




17  Developer / Design / Re: So what are you working on? on: November 01, 2016, 08:45:08 AM
Some things I've done recently, a recycling machine and a hauler.

Nice stuff, lowpoly + pixel art is sooo cool. What do you use for modelling? I tried blender once, but the lack of grid snapping made simple geometrical shapes hard to make. Or did I missed someting :p
18  Developer / Art / Re: GIFs of games being worked on on: October 18, 2016, 06:45:27 AM
Keeping working on my GBJAM entry, a dungeon crawler based on the gameplay of Link's Awakening, with random dungeons. Spend hell of a lot of time on the random generation part, so my submission was little more than a tech demo, with one single monster, no furniture, no map, no item pick-ups aside additional hearths and health potions.

It's a wonderful opportunity to stick my fingers in procedural stuff, I really love it but damn getting something out of an algorithm isn't as easy as I thought. I now have a lot more features, but mainly made the proc gen more solid and interesting. I try to make the game solid before going nuts with content.

Here is an early gif of the proc gen of a dungeon. It's show as frames, it was useful at the time for me to understand what was going wrong, now it's obviously quicker, made in a few frames inside loops.




Here is a demo of the actual gameplay of the thing:




And here is an early version with the fully working but not implemented bow:



It's a sweet pet project, I might not spend hundreds of years on it, but it will be fun to go back to it from time to time.
19  Developer / Playtesting / Re: [SUPER Challenger]: 2d platformer/beat 'em up with raptors on: October 12, 2016, 12:26:45 AM
It runs very well, I did a bit over 1000 points! I didn't had sound, is it normal? I love the parralax effect on the giant skeleton torso at the end of the tutorial, it give a very nice depth effect. How do you chain air uppercut like in the gif? I couldn't figure it out. I had fun playing this, real fun!

Thanks for your time!

No sound is normal: it's just a gameplay prototype, ideally it would have been made of green and red blocks, but I know nobody would have tried it, so I made a few frame for the character and recycled assets form my previous game. To chain air attack you have to press up, and jump at the same time as you punch. Glad you found it fun!



hi, saw your gameboy gifs. you have so much stuff you do. am swamped with work at the moment, which is also cool, but can't wait to work on my game again.

i have no clue how yoyo gamemaker works. read an article on it in PC gamer indie games no. 2 issue. centred around hotline miami. it seems to allow you to make stuff fast. but there is also coding in c#? i know you were making the skazventure engine also, which looked quite complicated.

i just don't understand why some of your projects made in yoyo gamemaker work well and some are too strenuous for my machine. Sad
no offence, but this is also just a 2d tilemap with a few things running around, not some high polygon count AAA super simulation... where are the hardware resources going?
is it the ai of the raptors? is it the listener for button combos? what is the big change compared to prehistomelette?

as you can see i would love to play this thing, especially as people are saying it rocks. Hand Any Key Toast Left

looking forward to the gameboy game, hang in there and take care
fingerman

Thanks Fingerman!
My game boy game is out, but I was too ambitious and right now it's not a lot more than a prototype. It's available here! Good thing is, because it's a dungeon crawler, I can easily come back to it to add stuff, a nice pet project to have Smiley And I plan to do so, There is some features that didn't make it to the jam version like the bow because of time, but I have a lot of content to add to the game.

Game maker only supports the in house script system, and what is at fault with super challenger, as far as optimisation goes, is the number of instances to check collisions with. Something I really have to work on. I will also invest time in making my next project logic unrelated to the fps of the game, which means even in low end machines the game would run at the same speed, but not with as much frames per seconds. Something I thought was impossible with game maker, but turns out to be possible and fairly easy to implement.


Runs smooth as silk on my old time core 2 duo 6400 2.13 Ghz.  Ran as admin so it wouldn't crash.  I'm not a wasd controls type so I tried switching my hands around but couldn't hit space right then.  I tried with a controller but it didn't work and mapped keys to it and it still didn't work.  I did punch a raptor in the face tho  Smiley

*edit:  It did slow down for some reason as I played longer and I ran antimicro as admin also to map the keys to my gamepad then it worked and I was able to really play this.  I love the upper cut jumping but if you're holding a raptor at the very end, you can fly all over the screen similarly by doing a bouncing drop attack Tongue.   

Thanks for your time Aamp!
Glad you liked uppercuts fly :p I'm aware of the bugs you mentioned, but won't spend time fixing it, as I won't spend much time with the prototype.

It feels nice to punch things! looks promising.

My only nitpick is the control scheme. It's weird, because I play platformers with a gamepad and the dpad is on the left, but here I'm just constantly fighting my brain to control this character with wasd and punch with arrows.

Thanks Diegzumillo! You don't have a gamepad on your computer? The game supports gamepad controls. Keyboard controls are really not the best for this kind of games, but remap-able controls are something that will be in the game if it becomes more than a prototype.

Thanks again all of you for your time! I won't decide right now if Super Challenger will become a game or stay a prototype, but I enjoyed making it, there are good chances it won't stay dead forever Smiley

- Skaz
20  Developer / Art / Re: GIFs of games being worked on on: October 07, 2016, 09:17:16 AM

 

GBJAM going strong with a Link's Awakening's style dungeon crawler.
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