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TIGSource ForumsCommunityDevLogsSprout - Devthread (build update 6-16)
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Author Topic: Sprout - Devthread (build update 6-16)  (Read 13394 times)
JasonPickering
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« Reply #20 on: February 25, 2009, 11:51:09 PM »

wow guys lots of stuff.

well I have been slowly contemplating switching from 16 pixel sprites to 32 pixel frames. today i took that leap.

original x 2


new


this is just a test of course so i still have a lot of work.

once i get this all sorted out i will move on to the plants and then start expanding the game out and looking at all the suggestions you guys have.

also those gifs only animate once. no idea why.
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trabitboy
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« Reply #21 on: February 26, 2009, 02:10:08 AM »

Hi,
just to say I've tried due to the cute screenshot
and I can't wait to play more of this  Grin

this feels TOTALLY right !

EDIT:

btw what is it developped in? SDL ?
« Last Edit: February 26, 2009, 02:38:51 AM by trabitboy » Logged

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« Reply #22 on: February 26, 2009, 03:52:11 AM »

Please keep the low resolution, it's WAY cuter and fits this game better.
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Dacke
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« Reply #23 on: February 26, 2009, 04:17:30 AM »

If you go with a higher resolution (or just non-pixelated) remember to use anti-aliasing  Coffee
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JasonPickering
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« Reply #24 on: February 26, 2009, 09:35:50 AM »

I have been thinking and I am going with the fake low pixel art. I will keep all my art up resed at double size, because its making it easier to get more fluid animations, but I am going to go back to the original art style.

trabitboy: this is made in Gamemaker Pro.
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CBentley
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« Reply #25 on: February 26, 2009, 12:32:21 PM »

Hey I like the game. I like the graphics as is and the jumping is real good. I just wanted to ask what graphics libary did you use and how many lines of code just for the small demo?

thanks,
   Chris
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JasonPickering
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« Reply #26 on: February 26, 2009, 12:54:21 PM »

its all made in gamemaker. which is kind of all interior so i dont really need a graphic library or code. If it isnt make a senes check out some Gamemaker tutorials in the tutorial section and it will make much more sense. I am not very good at coding yet, so i hope I answered my question.

I really want to become a better coder though. Iphone development is calling my name.

and here is a gamemaker link
http://www.yoyogames.com/make
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JasonPickering
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« Reply #27 on: February 27, 2009, 10:31:53 PM »

new ART!!!

up-rezed the art. the animation is much better but not sure if I lost some of the original charm. Everything else has double pixels but that will probably change. I still tried to keep large blocks of color on the main character.

http://www.mediafire.com/?sharekey=88b249a0d83b7012e5c3dee5769931ece04e75f6e8ebb871
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Pablo
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« Reply #28 on: February 28, 2009, 06:06:32 AM »

Looks awesome man. But I noticed that his shadowed dark spots move to which ever direction he is facing. I sudgest that you make his lighting a different entity so that the same side of him is overshadowed
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trabitboy
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« Reply #29 on: March 03, 2009, 06:16:08 AM »

hi,
I think I like the previous art more.
the mix of resolution in the new one seems strange to me !
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JasonPickering
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« Reply #30 on: March 03, 2009, 12:01:03 PM »

yeah I understand. I am stuck in a bit of a tight spot. I have been up resing everything to double size, and I am getting much better animation out of the blob, but the overall art doesnt feel the same. I will try and upload a new version tongiht with new art for everything on screen, and then I can make a descion after some feedback. right now I am leaning towards my original art, but then I'll need to go back to the drawing board to see if i can get great fluid animation for my blob out of a 16 by 16 square.
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JasonPickering
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« Reply #31 on: March 03, 2009, 11:08:56 PM »

well here is the much promised update.





here is the new art. top screen up resed bottom screen original. I need to make a choice soon.
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HarrisonJK
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« Reply #32 on: March 04, 2009, 01:26:58 PM »

I think that I like the chunky style better.

One thing that you may want to change is the size of the purple mushroom. After you grow flowers around it it becomes almost impossible to find. Cool game so far anyway  Well, hello there!
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ElTipejoLoco
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« Reply #33 on: March 04, 2009, 02:38:02 PM »

well here is the much promised update.





here is the new art. top screen up resed bottom screen original. I need to make a choice soon.
The new art would work if there weren't certain key elements that remind me clearly of the older art (in particular, the wave-y parts where the grass meet the blocks, and the main character's eyes).

I like the new flowers a lot, though, and the background is less distracting and looks farther away... I don't know.

I think you might want to stick with the old art, maybe, unless you revamps the things you didn't change in the current new art mock-up.
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« Reply #34 on: March 04, 2009, 02:43:52 PM »

Not sure which one I like more but its really coming along quite well. Please PM me when you finish this game I want to play it.
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trabitboy
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« Reply #35 on: March 05, 2009, 09:12:18 AM »

chunky is so much cuter IMHO  Gentleman
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JasonPickering
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« Reply #36 on: March 05, 2009, 04:16:45 PM »

well I think thats pretty much decided then. back to the low spec stuff. I am massivly behind schedule so now is the time to kick into high gear. hoping to post some stuff soon then.
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JasonPickering
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« Reply #37 on: March 10, 2009, 10:05:00 PM »

new update:

I have switched a lot of the art. The character now becomes larger when he sucks up water. he moves slower and can not jump as high. also if he walks on a brown block it crumbles and breaks (HE SO FAT).

I am going with ChevyRays idea. the player will be have different states, much like the early Wario games, but instead of different liquids, it depends on how you interact with the environment.

if you are green and jump into a hot coal pit you become a fire guy, but if you do it while full of water you become air. if you jump into water while on fire, you go back to being regular. basically, you need to use these to get through the puzzles to get through the levels. also enemies will cause problems, fire guys will burn you unless you hit them with your water blast. (if you are water and they hit you the enemy dies, but you become steam.)

heres what i have so far. just plant and water modes right now. i need something for a fire pit but am having trouble with the art. I cant decide if I want lava, fire, or just coals.

http://www.mediafire.com/?sharekey=32a3bb795fbaaa97bda4076e811714c8e04e75f6e8ebb871

let me know what ya think.
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AaronAardvark
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« Reply #38 on: March 14, 2009, 09:39:08 AM »

I really like the demo you've put together so far.
  • The graphics are fantastic with all the 'little' animations.
  • The controls are spot-on.

Here are some issues I noticed:
  • I get errors if I hit 'w':
Quote
___________________________________________
ERROR in
action number 1
of Keyboard Event for W-key Key
for object Debugger:

Error in code at line 1:
   with (obj_enemy_1)

at position 7: Unknown variable obj_enemy_1

  • If I hit 'q' at the start, he turns blue.
  • After sucking up water with 's', movement becomes jittery and slow.  I presume the slowness is supposed to be there, but the jitteriness seems odd.

I'm sure these are already known, but I can't help being a know-it-all.
It looks and feels awesome, though.


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trabitboy
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« Reply #39 on: March 23, 2009, 02:38:39 AM »

yes the scrolling has become jerky with this release;
new features are cool, but I can't find the previous "water explosion"?
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