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Messages - Arachne
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Pixel Art Feature Chest / Re: [WIP] Sylvan Remedies - NES-style puzzle game
« on: December 13, 2013, 11:29:18 am »
The "big" yellow square on the deer's head somewhat looks like a cyclop eye. Is that intentional ?

I can't get myself to interpret it that way, but I can try to change the shape of the bright spot and see if that helps.

Having a second frame where you see its mouth open could help. Having him displayed on the title screen (like in your cavern-adventure project) could help as well.

Not a bad idea. I could have a relaxed frame for each sprite and an alert frame or something like that.  I'll also have larger creature portraits in the game, so you will get to see them up close.

I should probably explain a bit more about the gameplay. It looks RPG-like, but it is a puzzle game. Instead of battles, you have animal tests where you test potions to see what they do.

I won't be working on the more GUI-heavy screens until I'm closer to finishing my prototype and know what I need, but here's a rough mockup of a "battle screen", just to give you some idea of what it involves. The important elements on this screen will be potions (type, level and target), a target creature (health and level), your current reputation and the resulting change in reputation.

The creatures won't attack the player, so player health is not important here. The only thing you have to worry about is reputation. For instance, monsters don't exist naturally. They're created by you. If you leave monsters out in the woods, it's going to have a negative impact on your reputation.

I want to at least try to stick to the tile limit, but it's going to be tricky without an easy way to check the amount of tiles without counting color swaps. The large animal portraits will have to be smaller, probably. I'll try to reuse tiles as much as I can, but I'm probably not going to use a hard limit.

Sylvan Remedies is my next puzzle game project. ;D I've managed to simplify the gameplay enough that it's suitable for a text-based Python prototype. To match the simple gameplay, I decided to go with NES restrictions since I haven't tried it before and also because I want to reduce the time I spend on graphics.

I probably won't have much time to work on it before I'm done with exams, but I should still be able to post minor updates until then.

Here's what I have so far. The herb sprites are items you can collect. It will probably be less crowded in-game, with slightly fewer animals per screen.

Each playthrough will feature nine distinct herbs, one for each of nine random herb names. The main challenge as I see it will be to create a collection of herbs that can match the names well enough. The names don't always suggest flowering plants, so I'll have to add some more variety. Here's an example of outputs to give you an idea:

Dryland firecress
Whorled ivy
Wild honeyroot
Prickly gooseweed
Wooly mugwort
Waxy wormgrass

I decided to make a custom NES palette to have more control of readability, while still keeping the color count low. So far I'm only using two of the tile palettes. I'll figure out how to use the remaining colors when I get around to making village tiles.

The monster I added is the sprite rendition of this one.

Player character concept. I'm least happy with her sprite, so maybe I can come up with something better later on.

General Discussion / Re: Official Off-Topic Thread 2014
« on: September 27, 2013, 12:10:07 pm »
Glad to hear you like it! :) The Android version, at least, has a pixel purist setting which disables filtering and uses integer-based scaling, so something like that would definitely have been nice for the PC versions as well. We did develop a launcher for it at some point, so maybe it can be updated eventually.

The line breaks have been fixed now, and I noticed I also had problems with config settings not changing. As it turns out, I failed to notice that the config lines were commented out. :lol::-[

General Discussion / Re: Official Off-Topic Thread 2014
« on: September 22, 2013, 09:26:28 am »
I didn't get to polish the graphics as much as I wanted to, but I wanted to finish it now since we showcased it on Friday and it seemed to be ready for release. It was fun to see people test it. There was some sort of multiplayer co-op going on with a bunch of people pointing at their friend's screen to make suggestions. A bunch of players skipped to the final level to see if they could beat it. Despite really admirable persistence, no one managed to solve it during the course of the day. >:D

Did you set video_smooth = false in the config? Alternatively you can do it through RGUI (press F1) by going to video options > shader options > default filter and setting it to nearest instead of linear. If you want RGUI options to be persistent, it requires config_save_on_exit = true to be set in the config file.

You can also turn on integer scale by setting video_scale_integer = true or going to video options > integer scale and setting it to on.

I also noticed the config file uses UNIX-style linebreaks. Was fun trying to edit that in notepad. :crazy: So we should probably fix that. Also, for some reason, the music sounds awful in Windows 7 for me, but headphones don't work either, so it might just be Windows being inexplicably broken.

General Discussion / Re: Official Off-Topic Thread 2014
« on: September 21, 2013, 03:37:56 pm »
Just dropping in to announce that we've released Dinothawr! ;D
We've released the source code, creative commons assets and a few builds (Android and Windows so far). We're hoping to port it to more platforms in the time to come.

You can read more here:

Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 18, 2013, 07:18:30 pm »
Lots of nice stuff in this thread! ;D

I especially like the mix of saturated and more subdued colors you tend to use. As for improvements, there's a noticeable grid in the water tiles now. You have the brighter lines forming the grid and a bunch of large highlights lining up vertically and horizontally which emphasizes it. I also think the gem looks strange, volumetrically speaking. Most of it is a flat color plane, while the highlight gives the impression of a protruding shape casting a shadow on the lower part, like a stop-sign sliced into and bent out of shape or a flat nautilus shell bent along the vertical center line.

Pixel Art Feature Chest / Re: [WIP] Platform Game
« on: August 08, 2013, 07:20:44 pm »
Here is what i got with the background so far:

I really like the amount of detail you're going for. However, a common problem I've noticed when people make large pieces with a high detail level is that the pieces tend to lack depth. One of the many depth cues we use for depth perception is the texture gradient, i.e. that details grow smaller with distance. Uniform textures thus tend to appear flat. If you vary the size of some parts of the cloud texture, parts of the cloud would appear to be closer to the viewer. At the moment it seems like the whole cloud is on the same level.

While we're on the topic of depth cues, the most significant depth cue is occlusion. At the moment, no part of the cloud seems to be occluded by another part of the cloud. If you were to add some elements which are more clearly placed between the viewer and the rest of the cloud, it might add some more depth to the image as well.

Looking forward to seeing it finished. :)

Pixel Art / Re: [WIP] Dinothawr
« on: January 26, 2013, 11:18:28 am »
I've updated all the sprites to the new 16 x 17 size. :) One pixel extra makes a lot of difference, and getting rid of the outlines also helped.
I tried to give the dino more head movement when he walks so that it's easier to tell the difference between sliding and walking.

Edit: If anyone wants to try the game, we've made a feedback thread for Dinothawr on TIGSource with test builds for Windows, Linux, Raspberry Pi and Android for now. :D

General Discussion / Re: Altered Beast - a cluster study
« on: January 11, 2013, 10:09:30 pm »

Here's my take on it. :)

Pixel Art / Re: [WIP] Dinothawr
« on: December 31, 2012, 09:54:25 pm »
Bumping this for the new year. :lala:
Here's a slight update for the title screen. I'll be back home in a week to hopefully get all the graphics updated to the latest style. ;D

I tried to sculpt the ice a little so it's shaded to match the shape, and I also made the blue surface seem more slippery. There's a bit of a discrepancy between the title screen and the in-game tiles at the moment. I'll probably leave the background simple with some rocky shapes hinted at or something like that. Not sure about the water droplet-like things in the logo.

We're almost done with the Android version now, so we're hoping to have something you can test (Windows/Mac OSX/Linux/Android/Raspberry Pi versions) before school starts mid-January. :crazy:

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