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Messages - Volter9
Pages: [1] 2

1
Pixel Art / Re: Bar scene corrections
« on: December 12, 2012, 12:30:09 am »
A little improvements: (Monochromatic, no hue, I worried only about values)



I think I should to learn how to choose colors ;D

2
General Discussion / Re: Request for old unused tilesets
« on: December 09, 2012, 12:16:39 am »
no problem, i'm curious though, which platforms are you developing for? sounds pretty specific.

Mobile platforms such as iOS. I'm also using Cocos2d-iPhone with TMX maps.

3
General Discussion / Re: Request for old unused tilesets
« on: December 08, 2012, 12:55:46 am »
In this case Ashbad I'm agree, so... Which programming language are you using?  ::)

4
Pixel Art / Re: [c + c] Neo platformer
« on: December 07, 2012, 06:04:05 am »
Dude, this game super simple, I like it.
But, I think that this background doesn't looks pixel art, it's looks like a jpeg gradient picture.
IMHO you should to change background, but still good job  ;D

5
General Discussion / Re: Request for old unused tilesets
« on: December 07, 2012, 02:39:40 am »
Quote
Pretty much all old console games do it this way, and games that can't get access to resource files need to do it this way as well.  It's not a messy way of doing things, as long as you keep track of all of your data in clean, separate files and name the chunks well.

Yes, but now is 2012 year, most people have computer with memory 64mb <, and with screen 640X480 < pixels.
May be you right, but I accustomed to use external resources.

6
Pixel Art / Re: Bar scene corrections
« on: December 05, 2012, 06:39:19 am »
I'm interesting, is here something like saturation shift? ;D
I found tutorial: http://kiwinuptuo.deviantart.com/art/Pixel-Art-Tutorial-Colors-184802567

But I'm not sure it's good. Do you know some tile set building tutorials?
I still don't understand how much colors I should to put in object... :(

Thanks, anyway.

7
General Discussion / Re: Request for old unused tilesets
« on: December 05, 2012, 05:00:10 am »
Heh, I thought that it was Object Pascal and Delphi.
Quote
Written in Java != Instant portability; looking at the icon in the top left, I assume this is written in C#.  Therefore, I'd try running the editor again under Mono.


First: Mono have troubles with keyboard events or recognizing key codes sometimes.
Second: Why not Java != Instant portability; Java designed for crossplatform stuff IMO.

I think ImageJ a good idea, but don't forget about GTK+ and Qt, they were both crossplatform too.

BTW:
Quote
In addition, an archaic but still widely used way of storing map data is to simply define a series of data arrays/buffers in a game's binary; will you eventually support exporting tile data to C/Java/etc. arrays that can be inserted into a .h file and used in place of an external resource file?  A feature like that would make such a tool much more useful for a wider developer's audience.

I think these arrays will make your code dirty or messy.

8
Pixel Art / Re: Bar scene corrections
« on: December 05, 2012, 04:53:41 am »
One question: when I shifting brightness, do I need to shift hue with the same amount as the brightness? Or I shifting it differently?
And one more question: how much colors do I need, to restrict my color palette?

9
General Discussion / Re: Request for old unused tilesets
« on: December 05, 2012, 01:19:46 am »
I think you should add CSV format, interface of that editor looks like Tiled's. Nice Job!

P.S.: I think Java would be a better option to write on (cross-platform), I have mac, so I can't to try your editor :(

10
Pixel Art / Re: Bar scene corrections
« on: December 04, 2012, 07:57:30 am »
New update:



I think it's a little bit better, but there's a lot of colors (no restriction) and no using techniques.
It here's tutorials about pixel art techniques? Or how to choose right palettes?

Thank you very much for any responds.

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