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TIGSource ForumsCommunityTownhall"The Majesty of Colors" released!
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Author Topic: "The Majesty of Colors" released!  (Read 8175 times)
Gregory
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« on: December 10, 2008, 05:33:49 PM »



I just released my game "The Majesty of Colors."  You can see my release announcement on my blog here and play it online here.

Thanks to all you awesome forum folks for your suggestions and support while I was developing it.  As a note for anyone looking to make enough to live on from game development: FlashGameLicense.com and Kongregate are both great organizations that are friendly and very helpful.
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increpare
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« Reply #1 on: December 10, 2008, 05:54:24 PM »

great game, very poignant at times, skilfully put together especially the child-saving scene
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Noyb
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« Reply #2 on: December 10, 2008, 06:14:19 PM »

I like the mood you're creating. The plane parts in each playthrough don't seem especially necessary since the NPC action and narration seem to tell the whole story. I like how you can keep the balloons around to play with during downtimes. Very nice job.

Spoilery comment
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agj
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« Reply #3 on: December 10, 2008, 08:47:12 PM »

Ah. Good stuff! I just really enjoyed it. Seems like the kind of stuff Daniel Benmergui from Ludomancy would dig up, of course.
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Zaphos
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« Reply #4 on: December 10, 2008, 09:39:30 PM »

Cute Smiley

I wish the IK solve was smoother ... it makes me feel like a jerk when I am trying to move something gently and the IK solver is thrashing the thing around.
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Edmund
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« Reply #5 on: December 10, 2008, 11:39:03 PM »

I wish i were the majesty of colors...

i kid...
nice work.
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Loren Schmidt
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« Reply #6 on: December 11, 2008, 01:17:21 AM »

This is nice, Gregory. It really feels complete in a way few browser games do.

I wanted to see all the endings, but I felt bad about hurting the humans. I think I only got the goody two-shoes ending Smiley. Congratulations for finishing! I hope to see more excellent games from you in the future.

Noyb- The Iron Giant is one of my favorite books. There was a copy in my elementary school library. My brother and I must have checked it out ten times.
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policedanceclub
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« Reply #7 on: December 11, 2008, 01:23:23 AM »

I've been looking forward to this, and it's really nice!


Good work!
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Cheater‽
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« Reply #8 on: December 11, 2008, 06:35:53 AM »

Awesome  Beer!.
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Luilak
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« Reply #9 on: December 11, 2008, 10:39:43 AM »

Saw the preview once while lurking, and I must say, it more than fulfilled my expectations.

Great game!
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battlerager
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« Reply #10 on: December 11, 2008, 11:41:25 AM »

This was incredible.

I loved every bit of it.

I wanted to see all the endings, so I hurt the Humans, even if I felt horrible for doing so  Cry

....still I was unable to get Ending C.  Huh? Will try to get that one again later  Beer!
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PDF
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« Reply #11 on: December 11, 2008, 12:53:55 PM »

I was able to get just A and E  Cry .
Even so, it was incredible!
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Core Xii
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« Reply #12 on: December 12, 2008, 04:46:23 AM »

Quite a wonderful experience. Short, but wonderful.
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Tom Sennett
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« Reply #13 on: December 12, 2008, 07:07:07 PM »

Doing something new that's compelling and artistic and even, dare I say, fun. Good job. Also, great title.
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Cheater‽
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« Reply #14 on: December 14, 2008, 06:18:40 PM »

Kotaku'd
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GregWS
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« Reply #15 on: December 15, 2008, 01:51:52 AM »

Darn it Cheater!  You beat me to that!

Anyway, cool and very interesting game Gregory!  Beer!

I'm definitely looking forward to seeing what you've got next!  Beer!
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esc
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« Reply #16 on: December 31, 2008, 07:30:04 AM »

Could you or anyone for that matter explain how to achieve that pixelated look in Flash?
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Gregory
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« Reply #17 on: December 31, 2008, 08:53:21 AM »

Could you or anyone for that matter explain how to achieve that pixelated look in Flash?

I started with pixel art and embedded the pngs into the game.  The chunky look was achieved by setting the scalex and scaley properties of the main DisplayObject to 4.

As for the tentacle, that required me to turn Flash's vector art into raster art.  Basically, I painted the Sprite to a Bitmap, used a threshold function to remove the antialiasing, and then repainted the bitmap onto the sprite.  Here's the code I used:

Code:
var bd:BitmapData = new BitmapData(this.width, this.height, true, 0);
var m:Matrix = new Matrix();
var rect:Rectangle = this.getRect(this);
m.translate( -rect.x, -rect.y);
bd.draw(this, m);
bd.threshold(bd, bd.rect, new Point(0, 0), "<", 0x44000000, 0);
bd.threshold(bd, bd.rect, new Point(0, 0), ">", 0x00000000, 0xFF000000);
graphics.clear();
SugarGraphics.drawSprite(graphics, bd, rect.x, rect.y); //This function just does a BitmapFill, translated to line up with the coordinates properly.
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Glaiel-Gamer
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« Reply #18 on: December 31, 2008, 07:59:00 PM »

You know, an easier way to remove the anti-aliasing is to just set the quality to low. It's a lot faster than calling thresholds and such.

Course you have to check if the user manually changed the quality and change it back to low before you render, but you get the point.
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Gregory
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« Reply #19 on: December 31, 2008, 10:08:52 PM »

You know, an easier way to remove the anti-aliasing is to just set the quality to low. It's a lot faster than calling thresholds and such.

Course you have to check if the user manually changed the quality and change it back to low before you render, but you get the point.

I believe that I tried that, and that it was then aliased to individual pixels.  However, since my game was scaled up 4x, I needed it to be aliased to every fourth pixel.  Of course, I could probably have set quality to low, then drawn to a bitmap and scaled it up... oh, well.
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