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TIGSource ForumsDeveloperArt (Moderator: JWK5)Horror-themed game sprites and tiles, low res, few colors
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Author Topic: Horror-themed game sprites and tiles, low res, few colors  (Read 20740 times)
policedanceclub
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« Reply #20 on: December 27, 2008, 08:30:56 AM »

Opera ftw lol.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #21 on: December 27, 2008, 08:33:44 AM »

ok thanks for da tip Sparky, though firefox does some nasty pixel interpolation with it, it looks pretty blurry...

Also I make the games with Game Maker, and im having lots of problems working with such small tiles with GM's room editor! I wish there was a zoom there, its very difficult to work with otherwise. Even reducing my resolution to 800X600 its still pretty tricky.

I recommend not using GM's tile editor for anything, it's kind of terrible, and I say this as a big fan of GM. There are plenty of great pixel art programs (I think there's a thread somewhere on this forum were we discuss the different programs).

EDIT: Oh, I see, you meant *room* editor. I had that problem too, so I eventually just created my own level editor and stopped using GM's level editor completely. Now I just save levels to file and load them and edit them in-game.
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Xion
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« Reply #22 on: December 27, 2008, 08:36:48 AM »

Mock Anger!

...you can do that...?
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ஒழுக்கின்மை (Paul Eres)
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« Reply #23 on: December 27, 2008, 08:39:25 AM »

If you mean a room editor, sure. Rooms are basically just this:

- a list of objects and their locations
- a list of some specific room settings (speed, size, and all that)

All of which you can edit from GML and hence from within your game. It's fairly easy to create a script will will save and load the state of your current room by simply saving all those parameters to file.

(The only tricky part is regarding the height and width of a room: those you can't edit from within a room, but have to temporarily leave a room to change. But that's not a big problem if you have some transition room whenever you need to change the current room's width or height.)
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Devlin
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« Reply #24 on: December 27, 2008, 08:41:54 AM »

I have my own code for room layouts, was lacking in features but it worked - I can't remember which backup CD/DVD it's on(I have about 20 backup discs xD so I might not be able to find it, but if I can find it, it's yours :D
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FrankieSmileShow
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« Reply #25 on: December 27, 2008, 12:51:20 PM »

ooo snap thanks Devlin, that would be wild, thanks! I got a little more used to working with the 8X8 tiles now though but it would still be a big help.

Heres some more stuff I finished this morning:






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The-Imp
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« Reply #26 on: December 27, 2008, 06:36:28 PM »

Good job!

Too bad I'm using Google Chrome, When stuff is zoomed in, it's' all blurry and crap.
 Durr...?
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KennEH!
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« Reply #27 on: December 27, 2008, 08:43:00 PM »

 Coffee No more Firefox blurriness! Yay, so beautiful.
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« Reply #28 on: December 28, 2008, 05:30:15 AM »

Coffee No more Firefox blurriness! Yay, so beautiful.

What you do?
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Loren Schmidt
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« Reply #29 on: December 28, 2008, 09:38:46 AM »

I like that ducking animation.
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KennEH!
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« Reply #30 on: December 28, 2008, 10:28:31 AM »

Coffee No more Firefox blurriness! Yay, so beautiful.

What you do?
No idea. Durr...?
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FrankieSmileShow
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« Reply #31 on: December 28, 2008, 04:17:51 PM »

And heres more...




Thats the first boss! the kind that CHASES YOU behemoth-like and then turns into an actual boss. His animations are a bitch to work with because of his size so I cut a few corners so he doesnt take me a month, hopefully it doesn't show too much.
Also thats not the whole monster, hes made of multiple sprites, thats the head sprite. The others arnt made yet.
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Annabelle Kennedy
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« Reply #32 on: December 28, 2008, 04:19:30 PM »

wow thats amazing your work is really cool great job!!
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Kneecaps
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« Reply #33 on: December 28, 2008, 04:21:37 PM »

Once you mentioned the shortcuts, I could notice them, but regardless, it looks really really awesome!   Hand Shake LeftGrin:handshakeR:
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michael
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« Reply #34 on: December 28, 2008, 04:28:58 PM »





fffffffffuck  Epileptic
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Türbo Bröther
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« Reply #35 on: December 28, 2008, 05:35:47 PM »

It looks a bit like the first stage boss of Salamander 2 only not jokey.
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FrankieSmileShow
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« Reply #36 on: December 28, 2008, 08:38:55 PM »




SSSUPER ATTACK
its so gross heh. Its not meant to loop so it looks pretty jumpy at the loop point

again, cutting quite a bit of corners, but in return it took just a couple hours instead of a xillion years

the BIG BEAM it shoots out will be a separate image, and ill prolly make a few FLASH frames of him thats all extreme contrast white and black for when the beam is coming out. Whats left for that guy is a hurt animation, some other attack, and the other body parts (or at least some of them for now).
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moi
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« Reply #37 on: December 28, 2008, 08:39:44 PM »

very nice Beer!
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subsystems   subsystems   subsystems
Loren Schmidt
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« Reply #38 on: December 28, 2008, 09:46:46 PM »

You're quite the industrious one! It's always inspiring to see people hard at work.

Hey, do all his eyeballs pop out when he dies? Tongue Hand Thumbs Up Right
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JasonPickering
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« Reply #39 on: December 28, 2008, 09:48:01 PM »

both boss sprites looks great.

one small suggestion though. the eyes all blink independently in your regular idle but all close on the exact same frame in the attack, Now I understand they are all closing cause of the bigger super beam but I would take the frame you have them close on now and make some close a frame before and a few a frame after, it will help make they eyes more independent.
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