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Messages - wurfle
Pages: 1 [2]

11
Pixel Art / Re: B/W Space RTS
« on: July 18, 2012, 09:52:10 pm »
The one you edited is top down as well, and it is a lot easier to read as such when in game.
300x zoom looks good but I will have to enlarge the window a bit.
For the title, I am happy you can see the logic. I have had one or two complaints, but I wasn't sure if a rework was necessary. The game will display the title in the window border and next to the version number when I get GUI completed, so it shouldn't be a problem.
Thanks for the feedback! Eventually I will have some better screens to show... but no promises.

12
Pixel Art / Re: B/W Space RTS
« on: July 18, 2012, 08:45:32 pm »
I like the look of that, but I am pretty committed to 1bit right now.
Those stray red pixels are used by the game to determine the weapon locations and types. They are removed from the bitmap when the image is loaded.

13
Pixel Art / Re: B/W Space RTS
« on: July 18, 2012, 01:35:13 am »
Won't I just end up with the same thing in that case? I think the real problem lies in 1px wide detailing.
Though I admit vectors would help if I wanted to resize on the fly...

14
Pixel Art / Re: B/W Space RTS
« on: July 18, 2012, 12:26:08 am »
Not a bad idea...
Only problem is that the window is quite large for a flash game as is (the screenshot here is cropped). Would 200% zoom help much?

15
Pixel Art / B/W Space RTS
« on: July 17, 2012, 11:17:51 pm »
Hello!

First time here, I thought I would share some sprites I have been working on for a game I call Pulsar.
Keep in mind that the lack of anti-aliasing is entirely intentional, though if rotation edginess is a problem, I may reconsider.








More colorful stuff to come in further topics!

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