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Messages - Lee N
Pages: 1 ... 3 4 [5] 6 7 ... 10

41
Opera has released an official API for the Wiimote now..

http://dev.opera.com/articles/view/the-wii-remote-api/

42
Pixel Art / Re: In need of some feedback on game graphics.
« on: August 01, 2007, 05:45:11 pm »
whole thing is very early-90's Miyamoto
Honestly I think it looks more like SEGA than Nintendo.

Great piece though, if only a bit on the flat side.. background could use a little more details.

43
Pixel Art / Re: Cave background...
« on: July 17, 2007, 07:14:38 pm »
I have a problem with the stalactites and stalagmites. In real life they always pair up since the water that drips from the stalactite end up forming a stalagmite directly under it. Yours seem to stand alone..

44
General Discussion / Re: Contra 4 DS - Developped by WayForward
« on: July 12, 2007, 06:53:18 pm »
AdamTierny: What's going on in these spots btw? The odd tiling in some spots I can look past, but parts of the scenery just abruptly ending like this does seem a bit weird. I take it (or rather, I hope) this is something you're working on?


45
Pixel Art / Re: Super small
« on: July 12, 2007, 05:02:50 pm »
My point is, let people zoom the sprite to their hearts content, to whatever level they see fit. That's what I always do. As for the browser game, the same should apply there, let people scale the game to an appropriate size relative to their monitor and resolution. If you're making a game that's "just right" for your monitor and resolution and force people to play with that setup then it might be too small to play for someone else.

46
Pixel Art / Re: Super small
« on: July 12, 2007, 02:16:28 pm »
i understand the whole relative issue but you must also understand that displaying it at 2x (this is how it will be displayed/saved in-game) is the correct way to display it, for criticism(?).
2x.. at what resolution? You're missing an important part here. If the engine is running at 320x200 at you're displaying a 32x32 sprite at 2x then it will take up 1/5th of the width of the screen. But if the engine is running at 1024x768 a 32x32 sprite at 2x would take up 1/16th of the width of the screen. On my monitor (running 2048x1536) the 32x32 sprite at 2x will take up 1/32th of the screen. What's 2x on your monitor might look like 1x (by your standards) on mine, and actual 1x would look.. well, pretty f-ing small.

This is why it's stupid to tell people what zoom level they should be using when looking at the sprite, because it's different for everyone.

47
Pixel Art / Re: Super small
« on: July 12, 2007, 12:50:39 pm »
• and certainly on my machine the built in zoom feature is blurry

Are you, perhaps, using Opera as your internet browser? It interpolates images when zooming by default.

Direct your browser to the following address and uncheck the Interpolate Images option.

opera:config#Multimedia|InterpolateImages

Anyway, this whole "100%, 200%, 1x, 3x" thing needs to stop. It depends on your monitor size and what resolution you're running. Zoom level is not a fixed way of indicating visual size, it's all relative.

48
General Discussion / Re: Contra 4 DS - Developped by WayForward
« on: July 11, 2007, 10:02:48 pm »
more.











49
General Discussion / Re: Contra 4 DS - Developped by WayForward
« on: July 11, 2007, 07:04:11 pm »
Guess I'll have to post images myself then..





50
Pixel Art / Re: [WIP] 16-color mockups!
« on: July 10, 2007, 10:10:23 am »
So wait, are these still Arne's generic 16 colour palette? Maybe you should give him credit..

Anyway, the mockups look hot albeit a bit on the blocky side, but I take it you're going for the tiled graphics look? It works for the indoor environments, but not so much for the outdoors.. I think I would've preferred a more organic look with less completely flat surfaces and angular edges.

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