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Messages - Dusty
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11
Pixel Art Feature Chest / Re: Help with Sword swing motion blur
« on: September 05, 2013, 11:33:33 pm »
Is there a theory behind what makes it work?

It's just natural movement, so it looks better. Wave your hand around and you'll notice it moves very similar to the "slow in/slow out" animations. Linear spacing moves at a constant increment, which makes it look very robotic.

12
Pixel Art Feature Chest / Re: Help with Sword swing motion blur
« on: September 05, 2013, 05:12:05 pm »
I don't see a good reason to suggest that you should never use actual graphic data as collision. We are not in the 90s anymore where this makes a big impact on processing. There are cases where it is warranted, all depends on what kinda game you are making and how you want your fighting system to be like.

The only problem with graphics is that they may not always lead to good gameplay. For example, if you have a small sword you might want to extend the hitbox to a bit larger than what is visually going on so gameplay is more balanced. Or maybe you want detection to persist past where the sword is graphically in the animation(ie still hitting enemies above you despite being in the last few frames of the animation and the sword is in front). In the end I find coding hitboxes/collision boxes give you more control over what you want to happen as opposed to using graphic collision. Alternatively could combine these and use a collision map overlay with graphics/shapes. but you're right, it all depends on the game and what you want, but I can't think of many instances where graphical collision would be ideal unless you want very, very precise detection(which I don't think suits fighting games all that well).

Also on a sidenote, PixelPileDriver is my hero. He's god damn everywhere providing the most amazing and helpful critique.

13
General Discussion / Re: How many tiles in a tileset?
« on: August 18, 2013, 03:42:02 pm »
You can pretty much use as many tiles as you want now, RAM and space is no longer an issue... but the more tiles you add, the more work it will take to create levels.

14
General Discussion / Re: Legally Colorblind
« on: August 18, 2013, 02:01:04 am »
Ya, I can see it fine too. It may effect someone with more severe cases of red/green colorblindness, but it isn't designed in a way that will effect the most common form of colorblindness(which most of us seem to have):

Quote
Deuteranomaly (most common—6% of males, 0.4% of females):[24] These individuals have a mutated form of the medium-wavelength (green) pigment. The medium-wavelength pigment is shifted towards the red end of the spectrum resulting in a reduction in sensitivity to the green area of the spectrum. Unlike protanomaly the intensity of colors is unchanged. This is the most common form of color blindness, making up about 6% of the male population. The deuteranomalous person is considered "green weak". For example, in the evening, dark green cars appear to be black to Deuteranomalous people. Similar to the protanomates, deuteranomates are poor at discriminating small differences in hues in the red, orange, yellow, green region of the spectrum. They make errors in the naming of hues in this region because the hues appear somewhat shifted towards red. One very important difference between deuteranomalous individuals and protanomalous individuals is deuteranomalous individuals do not have the loss of "brightness" problem.

15
General Discussion / Re: Legally Colorblind
« on: August 13, 2013, 09:32:48 pm »
edit [Something I've noticed when playing LoL, the purple text is hard to focus on for me, it doesn't look as sharp as other colors, not sure if it's color deficiency or the fact that I have glasses, because I doubt the designers who chose purple have the same issue. (also why did they choose blue/purple and not red/blue? Purple still contains blue so it's not the best opposite match) http://i.snag.gy/EoCEu.jpg]

Games that include Color Blindness options are amazing. I wish more games did it. I know puzzle games that use colors(like colored gems) get very hard as you get into later levels with more colors. I can differ green and yellow, but I can't do so at the blazingly fast speeds the games tend to expect. However, even games outside of puzzle games should start considering this. I know Call of Duty has a colorblind mode that changes red names to a bright orange/yellowish color, and team mate colors change from green to light blue. It makes it MUCH easier to quickly evaluate icons/names, especially against a mostly brown/dull background. However, that's still a big issue with modern games these days. Where most of the game is a dull brown shade, enemies/characters easily blend in with their backgrounds.

16
General Discussion / Re: Legally Colorblind
« on: August 13, 2013, 12:40:21 am »
Another one here, more fine differentiation, good for checking your monitor. Poor calibration could make any of this stuff more difficult though.

That is insanely hard... the third one(teal and blue) is practically impossible for me. It's not helping that I'm getting cross-eyed trying to look at it... it feels like I'm looking at one of those optical illusions.

17
General Discussion / Re: Legally Colorblind
« on: August 12, 2013, 09:47:26 pm »
I was surprised when I went to the eye doctor a few years ago for new glasses and they ran the test(I had no idea what it was) and then told me I'm colorblind. In retrospect it made sense, as people teased me about what I clearly though were the right colors(I remember an incident in school using green sharpie and thinking it was black). I'm red/green colorblind, but I mostly have problems with telling subtle differences, rather than outright not seeing green or red. I can see red, my cup is red. But if I were to put two colors that aren't too far apart in hue(a close shade of yellow and green) I'd start having a problem.

For example, when I first submitted this piece: http://www.pixeljoint.com/pixelart/68501.htm

I just straight ramped the shades rather than adjusting the hue:



I got a lot of complaints that it looked green, it completely caught me off guard. I often have friends double check my colors now to make sure my yellows aren't green, and my orange picks are actually orange.

18
Pixel Art / Re: Tileset with RPG Maker VX Ace limitations
« on: August 07, 2013, 04:55:48 am »
The stylistic slanted roof is compacting the perspective issue here because it's implying the front of the house is closer to the viewpoint. Along with the lack of the rear visible roof this house looks properly suited for a platformer rather than a top-down perspective.

Technically, you wouldn't be able to see the back of the roof from this perspective:


But I think it screws with people a bit. In your case you're either going to have to get rid of the sloped style of the roof or put a back on there to emphasize the perspective more.

19
Pixel Art Feature Chest / Re: Gold Mining Town
« on: July 30, 2013, 10:29:22 pm »
Awesome, and I know it's finished but just thought I'd point out that one of the mountain peaks seems to have been skipped in the AA/refinement process. I really do love the mountains the most, they look so natural/sharp.

20
General Discussion / Re: Legend of Iya Demo
« on: July 29, 2013, 01:38:44 am »
So..... beautiful graphics. I'm sure you already know this though but...

The game is just so slow, and gameplay feels stiff. Turning around takes an extraordinary amount of time, even when you're already still, that pause when you want to turn... it all makes the game feel unresponsive. You can't turn in the air either, which again, makes movement feel very stiff and unresponsive. Even when you make a small jump from a standing position, you have no control over your movement which makes making "accurate" jumps very hard. I know it was all intentional, but brutally honest... it was very paintful at times. Especially the wheel thing you have to grab onto and turn. The slow animation doesn't help any of this either. I know you want smoothness, but surely you can keep the smoothness of the animation while speeding them up? Maybe increase the framerate?

Combat also seemed very basic, but I can acknowledge that this early on it will probably expand later on. Enemies can be easily just locked into a combo without ever breaking out, and with only one attack button there is little incentive to do anything other than just button mash. The only difficulty in combat was the controls themselves.

I know these are drastic changes, but I'd hate to see such a beautiful game with so much potential get bogged down with bad controls and slow gameplay.

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