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Whiteclaws
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#include <funny.h>


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« Reply #2260 on: March 13, 2014, 04:40:15 PM »

An Image loader,
Just realised what lossy format meant;
To curious nerds, those make your image uglier for you
How nice!
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Richard Kain
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« Reply #2261 on: March 14, 2014, 12:44:12 PM »

To curious nerds, those make your image uglier for you

Uglier, and smaller. Everything comes at a price, compression is no exception. I've spent many a time specifically optimizing compression levels for my images to balance out the loss of quality with the eventual file size. But that's just a part of web development. You've got to constantly cut corners on file sizes wherever you can. It's always better for a page to load faster.
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OniWorld
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« Reply #2262 on: March 15, 2014, 07:07:08 AM »

just created the menu screen and imported all assets, time to make a game!

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Richard Kain
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« Reply #2263 on: March 17, 2014, 11:37:57 AM »

just created the menu screen and imported all assets, time to make a game!

I like it! Good composition, nice, clean design. That is a really solid start, and a good title screen for your game.
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OniWorld
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« Reply #2264 on: March 17, 2014, 12:09:58 PM »

I like it! Good composition, nice, clean design. That is a really solid start, and a good title screen for your game.

Thanks! I posted a devlog here. Also, got fancy effects for block dropdown:

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bleek
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« Reply #2265 on: March 17, 2014, 04:38:31 PM »

I've always been afraid to try pixel art, but today I took a crack at it. What do you guys think?









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JMickle
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« Reply #2266 on: March 18, 2014, 11:03:28 AM »

started work on the first enemy in my game
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brettchalupa
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« Reply #2267 on: March 18, 2014, 11:20:52 AM »

I've always been afraid to try pixel art, but today I took a crack at it. What do you guys think?

Looking solid! Keep working at it and practicing. Smiley I think that some of them could be a little simpler, but I like the feel.
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christopf
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« Reply #2268 on: March 18, 2014, 11:21:33 AM »

I've always been afraid to try pixel art, but today I took a crack at it. What do you guys think?

looks cool,the feet of the characters are irritating me somehow.
what about animating?
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OniWorld
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« Reply #2269 on: March 18, 2014, 11:30:13 AM »

3rd day into development, got an android build working perfectly
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ARRD-ART
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« Reply #2270 on: March 18, 2014, 03:25:00 PM »

Today I drew a sci-fi-sh thingy majiggery.

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Shadowspaz
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« Reply #2271 on: March 18, 2014, 03:54:29 PM »

Today I drew a sci-fi-sh thingy majiggery.

I like it!

I added in a 'breaking away' animation after walking over damaged tiles. Everything else is largely placeholder art (The actual game will take place exclusively in buildings... Don't ask. I got carried away).

I also added the 'sliding into holes' effect similar to classic Zelda games, proper respawning, and a nice fade in/out for restarting levels.

All in all, it's coming along nicely, and I'm pretty happy with it. Especially considering this will be my most ambitious project yet.
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Check out my devlog!
bleek
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« Reply #2272 on: March 18, 2014, 04:05:07 PM »

Quote
looks cool,the feet of the characters are irritating me somehow.
what about animating?

Thanks! The feet are all sideways, that might be it. I really don't know where to start for sprite animation other than manually drawing every frame and I don't know when (if ever) I'll have the time for that.

Quote
Looking solid! Keep working at it and practicing. I think that some of them could be a little simpler, but I like the feel.

Thanks for the advice. Which ones do you think could be simpler? The fountain perhaps? Smiley
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ARRD-ART
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« Reply #2273 on: March 18, 2014, 04:08:35 PM »

I like it!

I added in a 'breaking away' animation after walking over damaged tiles. Everything else is largely placeholder art (The actual game will take place exclusively in buildings... Don't ask. I got carried away).

Thanks! And that's pretty sweet! I'd love to be able to code. :X
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Shadowspaz
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« Reply #2274 on: March 18, 2014, 04:26:15 PM »

I like it!

I added in a 'breaking away' animation after walking over damaged tiles. Everything else is largely placeholder art (The actual game will take place exclusively in buildings... Don't ask. I got carried away).

Thanks! And that's pretty sweet! I'd love to be able to code. :X

And I'd love to be able to draw anything decently. lol
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Check out my devlog!
ARRD-ART
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« Reply #2275 on: March 18, 2014, 04:27:53 PM »

Let's swap. xD
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Shadowspaz
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« Reply #2276 on: March 18, 2014, 04:58:31 PM »

I might be down for a collab sometime. But I think that's as close as we could get to swapping.
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Check out my devlog!
ARRD-ART
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« Reply #2277 on: March 18, 2014, 05:17:55 PM »

Oh sweet. It'd be a nice distraction from college work, that's fo' sho'.  Beer!
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Code_Assassin
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freedom


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« Reply #2278 on: March 20, 2014, 07:24:02 PM »



As simple as this looks, it was filled with a couple of hours worth debugging. I totally forgot about how unity handles object creation(not to be confused with script compilation).  WTF
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Neeko
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« Reply #2279 on: March 29, 2014, 08:09:45 AM »

Hi, I'm Neeko, just another programmer who can't create art to save his life! I've started working to correct that lately. I'm starting with small super lo-fi. No shading, hue, dithering or any of the more advanced pixel techniques.

Here's a 20x24 super lo-fi demon.

Idle (enlarged in Paint.NET)


Running (sorry for low quality, using a free online GIF maker)


I thought it would be interesting (and hilarious) to post my progress and hopefully we can all see a gradual increase in skill and quality.
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Currently developing Demons with Shotguns, a 2D competitive platformer arena game.
MindShaft Games
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