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Messages - wzl
Pages: 1 ... 27 28 [29]

281
General Discussion / Re: Request for old unused tilesets
« on: December 05, 2012, 02:02:51 am »
I chose xml because it is easy to work with and humanly readable. I'm not familiar with different xml schemas, i'll read into it. Same with the binary export. Thanks for mentioning.

282
General Discussion / Re: Request for old unused tilesets
« on: December 05, 2012, 01:37:10 am »
Yeah thanks for mentioning, i will add CSV to the list of export formats. Although i will implement the other formats only when the core features are implemented, so i don't have to fiddle with them every time i add something to it. That would be a major slowdown in development.

I'm sorry for not providing multiplatform support yet. This is written in .net and will probably run with mono when i optimize it for that. Not sure if mac has mono or an equivalent though.

Edit: Apparently it does. If so, let me know if it works.

283
General Discussion / Request for old unused tilesets
« on: December 04, 2012, 10:37:44 pm »
Hello chaps,

I'm currently working on a tilemap editor. It is still in early development stage but it includes the basic feature set it needs to create a level. What i am lacking right now is a tileset for testing and demonstrational purposes. Either sidescrolling or top down view is fine, both would be awesome. It can be some older stuff you've just flying around and arent using, I just want to build a few sample maps with it, and possibly provide it with the tool if you're fine by that so people can start testing it immediately. However, I cannot offer much in return except for mentions of you/your twitter/portfolio or whatever else you'd prefer.

As for the editor I am still working on advancing the featureset to go beyond basic tile editing, mainly trigger zones and entity locations, and i am constantly trying to improve the usability and workflow and reworking the interface every now and then, as right now it looks rather... well, judge for yourself ;)



More details can be seen on the homepage, or if you want to try the current release you can download it.

Thanks for reading
wzl

284
Pixel Art / Re: Astronaught - A pixel adventure
« on: March 11, 2012, 03:41:27 pm »
Thanks, i'll keep it in mind and will post future screenshots with the lighting disabled.

285
Pixel Art / Astronaught - A pixel adventure
« on: March 11, 2012, 01:53:50 pm »
Hello,

I found this forums on a random google stroll and found it quite nice :)

I started with pixel art with around 4 weeks ago. I know my way around with illustration, but i wouldn't say i'm a good artist. But i know some of the basics at least.
Since i'm unexperienced with pixeling i was looking for ways to improve my tiles and animations. I read a few tutorials about different forms of dithering, coloring and shaping, and they all really helped. What i feel would further improve my skill would be some actual feedback and criticism to get a broader perspective on how to solve little problems.

I'm currently working on a horror themed adventure game





There's also a bit of ingame footage found in this video, which is a bit of a shameless plug :P
http://www.youtube.com/watch?v=mlfBwfTbrA0

I was drafting around with some concept art yesterday. I don't like the pose too much, the arms look twisted and the spine too stiff. However, i think the proportions are quite good. Something i usually have problems with  ::)




So long
wzl

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