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Messages - Thunderbeast
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Pixel Art / Re: SpaceStation 13! (Resprite Project)
« on: July 21, 2009, 06:09:35 pm »
Here's something I whipped up yesterday, using scifi tiles I found online to test out the standard cavalier perspective to see if it'd work:

Lallander pointed out some problems, such as the walls seem pretty flat, but that's something that I can take care of later.  Right now I'm just testing the perspective.

And here's our courtroom with the new walls.  Original courtroom first, new one second.

The windows'll be fun :)

The main problem I see us running into is the doors.  they'll have to be resized to fit into one tile, roughly 1/2 the size they are now, and that'd necessitate a player resize too.  We could avoid this by having two-tile-wide doors, but I'm not sure about the feasibility of having multitile doors and none of our coders have responded to me about it yet.

But anyway, what do you guys think about this so far?

EDIT: So did someone forget to pay the hosting bill or something?  Anyway since yesterday I got this done:

The light blue is regular glass, dark blue is reinforced glass.  I couldn't find a way to put a wire mesh/grille in the rglass that I liked so I just made it darker.

It's looking better, but doors are still a problem.  Also, the incredible number of tiles that are required for this perspective make it unlikely we'll go with this, so lallander and I are looking at 1/2 and 3/4 perspective options to see what may fit best.

Also, I like that Alien Breed one.  I might experiment with that when I get time.

Pixel Art / Re: Sprite animation help
« on: July 18, 2009, 03:23:14 pm »
Sorry, here's more details.

GAME: The tiles are 32x32, no color/transparency restrictions since the game uses .png

BLOB: The blob's behavior in-game is it will spawn randomly during a round (or, during a blob round, it spawns 10 minutes in), and then spreads from there depending on the o2 level of the area.  It's multi-tile by nature.  The current blob uses three frames, is absolutely hideous, but is rotated on each tile randomly (but seamless throughout) so it doesn't look totally the same the whole way.

So anyway, there's only really one tile for the whole thing, but that may change for mine, maybe not.  Before I even think about making separate, randomizable tiles though, I need to figure out how to animate even the first one.

This first frame I made was in GIMP, basically drawing some curves to be seamless then painting different opacity levels in.  It's a concept more than anything; the art itself won't be a problem but the animation has been.  The entire blob's supposed to be green/purple, and eventually it's going to have eyes and mouths and stuff appearing and disappearing.  For every tile, the green's going to be 100% opaque and the purple at about 30-40% depending on its position.

So yeah, I'm trying to achieve a pulsating, surging kind of motion and am hoping there's another way besides frame-by-frame.  If that's the only way, then I guess that's what I'll do, but if there's a smarter way to do it I'd love to know.

EDIT: I should say that I have no animation-by-hand experience whatsoever, except for a flipbook-style thing I did in a textbook during math when I was 10

Pixel Art / Sprite animation help
« on: July 18, 2009, 05:46:30 am »
I've been having a lot of trouble trying to figure something out here.  I can handle regular/normal-ish sprite animations, and even do fun/simple things like make things move to a sine wave.  My vision here has been stymied by lack of knowledge/skill, though.

I'm trying to make a blob for Space Station 13, and my first attempt at re-spriting was decent (much better than what the game has right now), but it was a static image that had a horizontal wave motion but no opacity levels (found out that animated .gifs don't support that).  Luckily since then I found that the game animates series of .pngs in-engine.

I wasn't satisfied.  I want it to act more blob-like and I'm going to add eyes/teeth that appear and disappear.


Here's the basic tile I came up with.  I want to animate this (and hopefully variations of it to make it interesting) so that it acts blob-like: pulsing, surging from one side to another, globs of material breaking from one part and absorbing into another all mercury-like.

Now, is there a good method to use?  A trick or something?  I tried downloading a Flash trial but I don't think that's what I want.  I couldn't figure shit out in there and what I did find doesn't seem to help.  Is there some method you guys can recommend or am I stuck doing it frame-by-frame, pixel-by-pixel, all by hand?

Pixel Art / Re: SpaceStation 13! (Resprite Project)
« on: July 18, 2009, 05:41:09 am »
Hey all, I'm part of the project as well.  Haven't jumped into coding yet but I've been doing a bunch of spriting in my free time for the game.  I fielded the idea of the zelda perspective the other day.

The problem is it'll require a total overhaul of every sprite, including the characters.  As it is the mob sprites are static and unmoving.  It may also necessitate a change in layout, since walls may have to be 2 tiles wide now.  Code will have to be changed to account for N/E/S/W and corner wall tiles.

So yeah, any help/suggestions would be appreciated.

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