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Community / DevLogs / Re: Nightkeep, 2D metroidvania-like platformer
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on: September 23, 2017, 01:29:08 PM
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I've seen your game pass by on Facebook (in the gamedev groups) many times and I'm impressed to hear you're making this game all by yourself! You're doing a fantastic job with this! I've also been working on a 2D game for quite a while but sadly I haven't made that much progress as you have... I often have difficulties liking my own art even though most people really like it ^^' I'd love to hear what you think of it: https://forums.tigsource.com/index.php?topic=45379.0
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Community / DevLogs / Re: Arduventure - 1-bit mini RPG for Arduboy
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on: September 10, 2017, 11:04:34 PM
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I know it is but it totally works for this game as it's kind of the ultimate Arduboy Adventure. I also don't see the need to make it for any other platforms as it wouldn't be all that special. I might give the 1-bit visuals a try for a PC game one day
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Community / DevLogs / Re: Tales of Lena - Retro style platformer
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on: March 27, 2017, 06:45:01 AM
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Finally got back to the project! Currently reworking the collision/physics system (really needed some work, it was a mess). Still not perfect but I'm getting there  Testing the physics by kicking a ball  
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Community / DevLogs / Re: Tales of Lena - Retro style platformer
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on: October 15, 2016, 11:11:02 AM
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I took a break from the project for Ludum Dare 36 but working on it again now. I changed jumping from fixed height double jump to the more common jump and hold to get higher. I also started designing the first level and decided I wanted Lena to be able to crouch and crawl (implemented) and climb ladders (partially implemented). Both still need graphics though so nothing to show yet. I'm thinking about rewriting my physics system. I wanted to add jump through slopes but the way everything is programmed now doesn't allow this. A rewrite should solve this. I also finally made a new kick animation + changed how containers break: 
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Community / DevLogs / Re: Tales of Lena - Retro style platformer
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on: June 25, 2016, 11:38:37 PM
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It would work but I prefer to stick with the resolution I have now  I could always just remove the black borders and add some extra tiles at the top and bottom [...] That's what i tried to suggest. I never wanted you to change the resolution.  (The area in the outlined rectangle is the same size as before.) You're right, don't know why I wrote that ^^' I'll look into adding tiles so the black borders can be removed  Watch out for the kamikaze bird, it'll fly right at you if you come too close! 
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Community / DevLogs / Re: Arduventure - 1-bit mini RPG for Arduboy
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on: June 05, 2016, 04:42:06 AM
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Whoa, that's actually a lot more space than I expected!  Is it mainly the face you like more? I prefer the longer hair from the original character! I think I'll change it to longer hair again so the character could be both male or female (there is not enough memory to make seperate graphics for both).
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Community / DevLogs / Re: Arduventure - 1-bit mini RPG for Arduboy
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on: June 04, 2016, 12:17:34 PM
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This is a really cool project.
Thanks :D whoa! This is the kind of project I'm usually fan of. Super cool! One thing only: I liked the bed sheets as they were before, checkered.  Thank you very much :D I felt like it was a bit out of place, I might see what it looks like and if I like it I'll keep it checkered  One thing only: I liked the bed sheets as they were before, checkered. smiley I agree with this, and I prefer the original character sprite  Oh opinions The new player graphics are reused from my Ludum Dare game because it had a better walk cycle. Is it mainly the face you like more? Here's a new video showing of how large the world could/will be  The final world will obviously be more than just random trees 
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Community / DevLogs / Re: Arduventure - 1-bit mini RPG for Arduboy
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on: June 01, 2016, 01:02:15 PM
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This is interesting, but does the memory limitation ruin it? How do you load more games if it doesn't support a SD card?
16mhz for a black and white display with that resolution wouldn't be taxing the CPU much and only use a tiny bit of memory for a frame buffer (if it uses one.) So you basically end up with a system that has enormous (comparatively) processing power, but not enough memory to make anything really compelling.
I love the idea of using an Arduino for a game machine and I have parts scattered all around my desk with my own attempts but I feel the memory bottleneck is severe. I'm not sure how easy that is to fix though. SD card support with a tiny SDRAM might have sorted it out. GameBoy games could be megabytes in size. But you're kind of stuck with slightly better than Atari level memory size.
As for your game - excellent! It really looks the part. Could have easily passed for a GameBoy game.
The Arduboy can only store one game at a time. It's just meant for fun and to learn programming really. Later they might release an updated version with SD card slot. The limited memory makes it more fun, I think it's cool to try and make an RPG with very limited resources. If all goes well the worldmap won't be as small as I initially thought! I hope to get it as big as this image (rectangles are the size of the Arduboy screen, the black square is the size of the player):  Thanks a lot :D
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Community / DevLogs / Re: Tales of Lena - Retro style platformer
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on: May 30, 2016, 09:30:53 AM
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That's awesome! Thanks a lot :D There was a discussion going on about virtual resolutions and upscaling ( https://forums.tigsource.com/index.php?topic=56101.0). Some games in the DevLogs, which are also retro platformers, use a vertical resolution of 240px or 224px, like the (S)NES does. But you took a different approach which results in a vertical difference of 4px but scales up perfectly to 1280x720 px and 1920x1080 px. If you would add one tile horizontally and vertically, centering the camera to the center of a tile horizontally and to an edge between two tiles vertically, the additional vertical pixels would barely be noticed, i guess.  Or do you prefer to keep these two 2px black 'bars'? I'd like to hear your thoughts on this topic.  It would work but I prefer to stick with the resolution I have now  I could always just remove the black borders and add some extra tiles at the top and bottom though the black borders never bothered me.
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Community / DevLogs / Re: Arduventure - 1-bit mini RPG for Arduboy
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on: May 25, 2016, 03:43:40 AM
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this is cool :~0
Thanks :D It's been a while since I posted it but as I just received my Arduboy I'll be continuing this project :D  I'll be optimizing the code more and also improve the graphics along the way: OLD NEW
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