Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NyanNyanKoneko
Pages: [1] 2 3 ... 10

1
Pixel Art / Re: 72 hour entry :: "Retro Racers"
« on: July 21, 2006, 11:11:12 pm »
When you make your own games, they are almost always too hard, so you have to consciously make them kind of easy.  :)

You'll never please everyone though.  If you make it too easy, some people won't like the lack of a challenge, but if you make it too hard, most people will get frustrated and turn it off.

I lean more toward the easy side of things as I would rather people be able to play through the game instead of getting stuck; however I understand why maybe a "hard" mode might appeal to certain players.

2
Pixel Art / Re: 72 hour entry :: "Retro Racers"
« on: July 21, 2006, 06:57:37 am »
I had trouble running the game (my graphics card or monitor didn't like it), so I hacked the EXE to run in a window.

Here's the uploaded hacked EXE: http://www.playingwithyarn.net/share/RetroRacers-Windowed.zip

3
General Discussion / Re: Pixel Stamps
« on: July 13, 2006, 02:01:51 pm »
I heard that the US post office now has systems in place so you can print your own stamps.  I'm pretty sure you can get them to actually make real stamps out of these.  :)

I'm in Russia :)

In Soviet Russia, stamps print you.  :(

4
General Discussion / Re: The Future Of Pixel Art
« on: July 13, 2006, 02:01:13 pm »
What about 2D games using 3D graphics (like New Super Mario Bros. [DS])? Do those games make them sick also?

No, it doesn't, obviously.  :)

I don't get this one. If you mean like 2D-sprites running in a 3D world: what different is that from a 3D game? The world will still make your friends sick. And if you're talking about the graphics style; no. Artistic taste will not die out. People will make their games with different art styles, just like now.

I meant the style in which paper mario is drawn.  He's more or less drawn in a "traditional style" with a few tweaks for the rendering system as opposed to being pixeled.  He's a texture that can be resized very smoothly, basically.

The fact of the matter is that commercial vendors want their games to look as good as possible at as little of a cost as possible.  With HD-TV and other high resolution formats coming out for mobile devics, I doubt many companies would willfully not take advantage of the newer hardware features.

In any respect, there will always be a need for pixeling, but the industry trend will probably be to make use of newer techniques for rendering 2D sprites, regardless of the screen size or resolution.

Quote
Heck, Gradius V uses polygons for pretty much everything except projectiles, and that's very 2D.

I'm also under the impression that a strictly 2D game comes across as more accessable to newer players.  So don't worry, I have absolute faith that strictly 2D games will live on.  :)

5
General Discussion / Re: The Future Of Pixel Art
« on: July 13, 2006, 07:26:49 am »
3D moves better, but it doesn't look better. It offers more flexibility and adapts to envirnoments more easily, but ultimately any single image being output by a 3D engine could probably be pixelled better by the hand of a talented artist. Pixelling isn't about mindless color and size restrictions, it's about squeezing the absolute most detail, style and meaning out of each pixel. And methodical, manual pixel manipulation always has the potential to look better than automated pixel output.

- Adam

The best results, of course, is a conjunction between the programmer and the artist.  Most gamers will agree that shaders, for example, can really enhance the game's ambiance, if you will.  Pixel art has this quality about it, but I'm not sure how long "pixeling" will last commercially.  2D games will continue to grace the market forever as, quite frankly, some people are turned off by the complexities of 3D gaming.  Many of my friends cannot play 3D games as it makes them sick.  However, even if cell phone resolutions do not improve, their rendering ability certainly will.  2D games in the future will probably look more like Paper Mario in style than Metal Slug.

6
General Discussion / Re: Pixel Stamps
« on: July 13, 2006, 07:17:39 am »
I heard that the US post office now has systems in place so you can print your own stamps.  I'm pretty sure you can get them to actually make real stamps out of these.  :)

7
General Discussion / Re: 3d dealies
« on: May 02, 2006, 12:13:44 pm »
The best part of Blender is that the import / export scripts are written in python.  Most professional tools require you to download their SDK and write a C / C++ importer / exporter.  With blender, you can open up nano / notepad / emacs / whatever, and write your python script and save it in the plugins directory.  On the plus side, if you mess up your code, it'll let you know what's wrong with your script instead of crashing the application or writing bad data.  :)

8
General Discussion / Re: Hey...
« on: March 16, 2006, 07:39:12 pm »
Welcome.  :)

9
General Discussion / Re: 72 Hour Game Development Competition (March)
« on: March 09, 2006, 01:42:22 am »
Last time, I think all the teams made 2D games, and 2 solo developers made 3D games. 

10
General Discussion / Re: 72 Hour Game Development Competition (March)
« on: March 07, 2006, 09:29:08 pm »
I'm going to enter, but our team still needs a 2D or 3D artist.  The earlier you agree to help, the better.  We can decide ahead of time what tools to use and / or how to use them.  For example, my musician wants to use MP3s, so I'm going to make a program to help him loop MP3s before the compo starts. 

If you're a 3D modeler, I need to develop the exporters you want, and if you're 2D, we should go over how to use tile editors if necessary and decide what kind of 2D engine you want to work with.  :)

Pages: [1] 2 3 ... 10