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Messages - PypeBros
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Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: June 05, 2016, 01:33:15 pm »
Oh, btw, for those who haven't played it yet, but wanted to, there's an updated version with better sound effects.

(And I know everybody make the mistake, but it's "Tipyx" :p)
Oops. Sorry for that.

Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: June 02, 2016, 09:33:15 pm »
Way to go, Pype.
You've been working on this for a few years. Must feel great.
Indeed. I counted 1 year for the pixel art, 1 year to get the engine ready to animate all the characters, 1 year game design, and finally 1 year to tune the gameplay. Plus 6 months so far for UI, powerup feedback, difficulty selection and things like that. Of course, these are "hobby years", not "indie years"...

But yeah, I feel relieve that I fixed everything that was really needed to be able to show the progress. I can't wait to get the final things done so that I can proudly show the game to people who made the games I played when I was a teenager.

Salut Typix, Hello Nessx.

Hope you'll find the boards as friendly helpful as I found them when I was fresh as well ;)


an example of 8x8 sprite.

This is *really* tiny. Things are recognizable only because they are iconic a priori. If you had to identify item on row 1, column 8 without having the other items of row 1 to use as a context, you'd likely be lost.

at 16x16, even randomly generated, monochrome concepts can have distinguishable limbs and eyes. But the canvas should really be guided by the style you aim for. 16x16 is fine as long as you're doing some stylized proportions.

Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 18, 2016, 04:36:26 pm »
... and I'm in love with your blog. So much nice content.
Thank you ^_^
That goes to the heart.

Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 17, 2016, 09:23:51 pm »
didn't realise DS emulation was so system-intensive !
Many newer console could only be emulated with code translation from their native binaries to the host processor. Just like Java's just-in-time technology. Afaik, desmume don't do that (at least not by default) and has to emulate 100MHz. Each and every little instruction. Plus GPU and sound mixing.

Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 16, 2016, 04:18:44 pm »
Only problem is, I'm getting a lot of slowdown when theres a few objects on screen. Is that an emulation problem?
I hope this is only an emulator issue. It should be. Unless your version of DeSmuME is different from mine, it should display the frame-per-second in the title bar. If you see it falling below 60fps, then it means the emulator cannot keep the pace. maybe you can disable scaling / anti-aliasing to get more FPS.
If it sticks at 60fps but you still have slow downs, then there's an issue with the game engine itself, and I'll have to look into it (and then, it would be helpful if you can snapshot a few places in the level where it happens).

Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 16, 2016, 08:36:38 am »
I'm working on a pixel art game but nowhere near done. god knows when itll be finished. I imagine theres a lot of people here in my predicament XD
I admit I was more meaning "who is doing a game with pixel art" than "who is doing pixel art for a game". The latter is easies to spot from the C+C threads in the "pixel art" section. But good luck with your project anyway ;)

Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 16, 2016, 08:34:47 am »
Its a DS homebrew game, PypeBros? Looks cool! Does it run on an emulator because I don't have a ds flashcard!
It is indeed a homebrew. I updated the first post with a download link to the NDS. It should work quite well in DeSmuME and my brother managed to have it play quite decently in DraStic emulator for Andro´d.

I am working on a game called Ghouls in the Neighborhood ... I'm making it with my own game engine. I'm targeting Linux and Windos, but I don't know about making for a retro console
The engine seems to have many nice features already. Like the way you force your way around the tree. What I love in "retro" consoles is how they take care of screen layout for you with their separate hardware layers. If I wanted that for any screen-buffer-based platform, it would need tons of copies ...

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