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82
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Community / DevLogs / Re: Glow Flower
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on: June 12, 2016, 03:12:30 PM
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Small update today! I finished a song I had been working on for the game. I'm pretty happy with how this one turned out. I also spent some time this week trying to come up with some new creatures. I just sat and sketched out a bunch of different things. I'm not sure how many of these I'll actually end up using, but there's definitely a few I'd like to use: Froggit, i miss those guys
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84
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Developer / Art / Re: Image compression
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on: June 05, 2016, 07:15:19 PM
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"It's pretty frustrating having something look great in photoshop, but when its imported it looks awful."
Are you saving it as jpeg with low quality? The standard format for sprites is png, which won't do that.
I've used both PNG and PSD, both which are supposed to be the best to use with unity. However neither worked as I expected.  What are your settings for the sprite inside unity? I figured it out, well at least perhaps a workaround. I had the resolution set to 72 ppi, which was purely to try to keep the image size small. However if I set it at 300, then reduced the "Max Size" in Unity, the quality wouldn't degrade too much and the size went down considerably! For settings I just had it set to a simple sprite with mip maps off, point filter and automatic compressed Resolution doesn't affect anything on your sprites if you're setting the image size in pixels on your editing software. It refers to pixel per inch, which is usefull only for printing material, when you're working with a file that has it's measures in inches, or centimeters, etc... But your problem lies in Unity. You have a compression problem and you just told me your settings are "automatic compressed". Change this to "truecolor".
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85
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Developer / Art / Re: Image compression
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on: June 05, 2016, 12:41:20 PM
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"It's pretty frustrating having something look great in photoshop, but when its imported it looks awful."
Are you saving it as jpeg with low quality? The standard format for sprites is png, which won't do that.
I've used both PNG and PSD, both which are supposed to be the best to use with unity. However neither worked as I expected.  What are your settings for the sprite inside unity?
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86
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Developer / Art / Re: Image compression
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on: June 05, 2016, 10:43:27 AM
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"It's pretty frustrating having something look great in photoshop, but when its imported it looks awful."
Are you saving it as jpeg with low quality? The standard format for sprites is png, which won't do that.
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89
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Player / General / Re: Are you tired of Zelda being described this way? - IGN Review
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on: June 02, 2016, 10:40:23 AM
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before anyone tries anything they'll regret: video game genre taxonomy arguments can never go anywhere because different groups and publications have used vastly different and almost always poor definitions since the dawn of game and there is no central authority on the matter.
RPG and adventure are perhaps the most common buckets to stuff LoZ in. both happen to be very disparately and fuzzily defined
Nice parry.
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91
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Developer / Art / Re: Choosing perspective for a newby: Link To the Past or Nox/Diablo
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on: May 28, 2016, 06:38:20 PM
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Just don't lose too much time focusing on the technical aspects of perspective if you're gonna be inspired by zelda alttp. It can losely be called orthographic, oblique or whatever. But in practice they really break the rules of perspective in a lot of places. This room for instance:  If you're really picky and stressed about it, these walls make no real sense and the statues don't follow the same rules. But in reality it works, it looks good and everything that should be conveyed, is conveyed. So yeah, use it for inspiration, but keep in mind that this style is kinda unique and doesn't rely too much on reality, but on it's own rules.
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92
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Developer / Design / Re: Mixing Eras of History?
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on: May 28, 2016, 05:21:17 PM
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I believe that would work. What i really don't like is the incredibly high fantasy stuff like Final Fantasy. People live in a world that is full of tech and magic, but still wield swords to fight dudes. I don't know...
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94
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Developer / Design / Re: Exploration - Down the Rabit Hole
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on: May 23, 2016, 12:28:28 PM
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DOOM (the old one, haven't played the new one yet) had lot of optional areas to explore and I'm not talking just about secrets. One good example is E1M3, at a point you see this glowing item:  But you can't get to it, so you're encouraged to explore and find a way to it, the game knows you're gonna do it and so the level is filled with traps and ambushes, even on the secret areas. I remember being amazed at that orb at the time.
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98
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Developer / Design / Re: Your Game Needs a Water Level
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on: May 12, 2016, 11:58:02 PM
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Somewhat recently I saw a SM64 review that puts it straight and simple why water levels are boring:
On land Mario can jump, high jump, long jump, dive, wall jump, ground pound, backflip, sideflip and kick. In water he can swim
Yeah. And if you think about it, swimming in Super Mario World is pretty much like an easy Flappy Bird. And it's not really about the quantity of different actions, but how responsive are they compared to swimming. On that note, that's the motivation that started my game Acheron. Making a platformer that is themed in an underwater world and that plays good on it. At least as good as we can make it.
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99
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Developer / Design / Re: A.I. in any boardgame for solo play can be done like this:
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on: May 09, 2016, 09:08:10 PM
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Coincidentally enough, i recently had to design a single player board game for a course. And the end result is not very fun to play because it's just not fun to be rolling dies and following instructions to play the AI. Well, it all had to fit in one A4 paper with the optional of two D6 dices, and a week to make. Maybe without those restrictions it could been better. I don't know.
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100
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Player / Games / Re: Counter Strike: Global Offensive
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on: May 07, 2016, 01:13:53 PM
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Didn't made Global though, I was almost close until they released that new rank system tweak patch... 2 victories in a row with a prize of derank = game deleted  Really? Don't you know that the "new rank system" is actually the same, they just the range of ELO values each rank represents. Or you actually know and that alone bothers you enough to quit? I know that, that's why i called it a "tweak" (don't know how to call it otherwise) - of course, i was unaware about that when it happened. You could call it as fatal "rage quit". As i said before, it takes too much time to maintain the rank - and there's huge desire to get it. I can say i won't rest it until i get it and with that tweak it's harder. Besides, we're discussing this here on gamedev forum, right? - there's project that must be done, which is in fact more important than cs. I just know myself, if i start playing the game that roots me over the computer seat then i can forget about gamedev at least for half a year. Make or play games, hard to do both with a discipline. Don't you have similar situation towards certain games?  Yeah, i was asking out of curiosity more than anything. I feel cs:go is the most competitive game i play and for the same reasons i've been playing demolition and arms race more than real cs:go lately.
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