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Messages - Madgarden
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1
General Discussion / Re: Our pixelly retro beat 'em up game
« on: November 22, 2007, 02:48:35 am »
Some simple shadows would be nice.

And how! There's a lot of stuff I didn't get to add, alas. Now that the compo is over, we are free to tweak it up a bit!

You can press TAB though to get a slow-mo debug mode with bounding boxes and a "shadow" that shows zero-ground. Not quite the same, I know. ;)

2
General Discussion / Our pixelly retro beat 'em up game
« on: November 22, 2007, 01:58:47 am »
How about a retro-styled beat'em'up in the same vein as Double Dragon, River City Ransom, etc.? But with vegetables...

Tom the Tomato 2!

We (Elias Pschernig and I) just submitted this game for the Allegro "Retrohack" competition, which finished a few nights ago. The restrictions for the competition were based on a library which simulated some old hardware. Such things as limited sprite memory, simplistic sound synthesis, and a restricted colour palette were hard requirements for the game.

DOWNLOAD



It's not the best screenshot, as Tom is getting the beat-down by a couple of carrots, but you get the idea.

I've wanted to explore some beatemup concepts for a while, so this was a fun project. We shared various coding tasks (Elias on the technical-side, and gameplay/animation/sound etc. for myself). And yes, the pixel art is all my doing. :crazy:

Anyhow, enjoy, and feel free to pick away and/or critique if you like. ;)

Paul

3
Pixel Art / Re: [WIP] platformer
« on: February 28, 2007, 02:06:06 am »
Personally, I liked your retro "lush" colours. Art doesn't always have to be so moody. ;)

4
Pixel Art / Re: Street Fighter-style self-portrait
« on: February 12, 2007, 04:15:20 am »
That's a pretty nice sprite there. The only thing that sticks out at me is his right thumb, which seems to be curving the wrong way. It probably doesn't even need to curve at all. It just looks a bit long and skinny. If you took the curved part off completely, I think it would look better, especially considering the angle/curvature of his hand.

5
Pixel Art / Re: Bruce Lee
« on: February 11, 2007, 09:18:13 pm »
Nice. It really helps add weight to the take-off and landing, and the arm movement, well, is smooth now. I've usually been afraid to tween on finished frames, figuring it will be too messy of a job mucking around with the details and such. You've shattered that misconception for me, thanks. ;)

6
Pixel Art / Re: Bruce Lee
« on: February 11, 2007, 08:43:53 pm »
Yea, you're right about the timing. In game I will match the Kung Fu Master timings as close as possible.

7
Pixel Art / Re: Bruce Lee
« on: February 11, 2007, 08:10:32 pm »
BOING!


8
Pixel Art / Re: Bruce Lee
« on: February 08, 2007, 06:16:26 pm »
This is true, as far as being common practice for video game sprites. I can try lifting up the rear foot by 1 pixel, or forward/backward by 1, and also adjust the shading further (though there's not much room there with 2 shades to work with). Do you have any specific suggestions?

I need to get into demo-mode very soon though, so these sorts of tweaks may have to wait 'til later.  :'(

9
Pixel Art / Re: Bruce Lee
« on: February 08, 2007, 03:02:51 am »
I'm here! Personally, I am going to go with the "glide" option for the more arcadey feel. Actually, you're never going to see Brucey moving much on the screen due to scrolling, and so the issue is almost a moot one, but...

WTF... ?! Did I just see Bruce up above in the banner? Heh.

Uh, where was I. Oh yes. Unless you have an large number of frames, then you get a jerky update on the sprite movement, where the whole body jumps by a large amount each frame. This more appropriate, IMO, for something like Prince of Persia or Karateka where movement and positioning is intended to be exact. With an arcadey game, though, IMO it should be as liquid as possible on-screen. Jerky movement also complicates collision detection, as it's possible to "jump" through a collision hotspot or what have you. So, gliding is usually what you get in most games.

However, if you calculate the horizontal movement rate based on the animation speed and resulting distance between strides over time, as you guys have analyzed in previous posts, then your character will still travel the same distance as with the jerky update method, but with the smooth motion. The feet slide a little, but it's forgivable. This is what I've done for SAKFU, and really I don't see it as "gliding" around much. A lot of that has to do with the animation too.

If you *do* have a lot of frames for your walking/running animation, then even though it looks better with the "jerky" movement method than a lower frame count does, it's still worthwhile, IMO, to use the glide motion because the gliding will be even less apparent due to the high frame rate. Apparent sliding is minimal. The feet will appear to be properly placed, especially when scrolling; which, by the way, cancels out the exact-foot-placement effect anyway using the jerky method. You can't scroll jerkily without making people sick. ;)

Anyway, that's my take on it... smoothness over exact placement, but with effort spent on matching the rate of movement to the animation. I may need to fix up Bruce's foot placement some more to make the linear motion correct, but again, with the scrolling it's probably not necessary. JUST KICK STUFF! ;)

EDIT:

I'm modifying the animation as we speak to square up the distance of the steps in each frame... post shortly.

Here:


I've also raised him up an extra pixel in the middle of his stride to smooth out the vertical motion.

10
Pixel Art / Re: Bruce Lee
« on: February 08, 2007, 01:14:02 am »
Helm's powers absorbed and adapted:



Jumping and crouching are next (with screenshots soon to follow). Should I continue to post about the "project" in the other forum, or is this OK here?

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