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Messages - Azuyre
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21
General Discussion / Tile connections?
« on: June 09, 2013, 01:01:30 am »
I've been working on putting together tilesheets a lot lately and was wondering if I could get some advice about planning out which tile connections to make for the sheets. I put together a group of all the common tiles and their connections, as well as some that I seem rather obscure and unlikely to be used:


I'm mainly wondering the best way to plan out a tile sheet with a lot of interconnecting tiles, when it comes to just the plain square tiles it's about 41 tiles when you include every connection, but with the addition of slopes it adds a lot more and it gets to the point where it seems like an unnecessarily large amount of tiles for each sheet. :P

Is it a good idea to create connector tiles in a way that they work with the slopes in addition to the square tiles? Or should I make separate tiles for when the slopes connect to other tiles? It seems like the latter option is a lot more work that could prove to make little difference in the end.

The game I'm working probably won't have a lot of crazy use of slopes, likely something similar to Super Mario World or some of the older Kirby games.

22
General Discussion / Re: Jumping Sprites?
« on: June 09, 2013, 12:40:23 am »
random thought coming up this morning: on a jump with anticipation, it would make sense that releasing the "JUMP" button would cancel the anticipation animation, possibly at the expense of reduced jump height. That would be direct, intuitive and dynamic.
That sounds like it would be pretty interesting, I'm not sure I can think of a game that's done something like that before.

23
Azuyre, does the sword symbol mean increased strength?  I might try changing it to a fist since the attack option uses a fist, and the pokemon dont actually use swords.  Though if you cant make a readable fist at that size sword is probably the way to go since people easily recognize the meaning.
Yeah, the sword was for attack, I was trying to make a fist but at that size it was a bit hard to convey, I figured sword/shield are generally recognized though. I wonder if there's something else that would be a bit match for pokemon that could replace the fist and sword.

24
Awesome, this layout really cuts down on wasted space. But the psuedo 3D layout has been carried from the first game to every game in the series since then, so I feel kinda torn on the issue.
Yeah, it is a bit strange to have something different after being so used to whats in the games, I kinda like this one cause it reminds me of the opening scene from Red and Blue. :)

Also, by having different rounded ends for the bars fill, you're adding 18 extra tiles in addition to the regular 9.
Ah, I hadn't thought about that, I fixed it on this new one.


I decided to try some different icons out, what do you guys think?

25
that looks good.  I made a small edit


Looks good :) I was trying to think of a way to make the box take up that whole space before without having the contents off center, I hadn't thought to just split the / into two tiles though.

I think the colored grass works great with Charizard who looks like he's causing ambient light. I suspect that water Pokémon that are not blue (e.g. Magicarp) will look less underwatery than say Tentacool who'd get a sea grass kinda feel. With a pure white abstract BG Magicarp looks less like a ...fish outta water.

The battle screen Pokémon are tiles. You can easily tell by setting up different BG and Sprite palettes. However, the splash/attack effects are sprites, and  also the very top of the backsprite during slide-in because it has to go over and across the enemy sprite.

I'd be tempted to use the extra unused font tiles for symbols like elements and attack types and stab and whatever, then throw those into the various strings.
Yeah, I really like how Charizard looks with that grass. I tried it with Magikarp and he seems a bit off but Tentacool does work pretty well:


I remember seeing you mention the status icons earlier, I had made some of them but I kept forgetting to add them to the mockups. I added some this time though, from left to right at the top they're "Mean Look" which stops you from running away, though I don't think it was in this one, then defense down, sleep, and poison. On the bottom its speed up, attack up and defense up.

26
Thanks for the compliments! Glad you guys like it, I decided to try out a new version with a rearranged layout that makes it less cluttered:


I made the type icon a little smaller, mainly so it would line up better with the PP, though I guess it would also help cut down on the amount of tiles the type icons would take up in memory. I also changed the way the empty section of the health bar looks, I'm not sure if I prefer the way they look now or before though.

Edit: I updated the background a little bit and added a second version of the PP box with the written type instead of the icon. I prefer the one with the icon but I do like how the written one came out, it might not look as good with shorter types like grass or fire though.

I also just realized the background wouldn't look right on the color version, maybe something like this?


It actually looks better then I expected, I thought it might look strange having the grass in two different colors but it seems to work alright.

27
Nice! Love that you managed to make a good looking GUI while keeping the pokeballs. It does looks a little thick though and would be nice with a bit larger margin for the text.

I tried something similar inspired by your design!



I added a lighter gray zeroes as fillers, makes it easier to see the actual numbers while still filling out the empty spots.
Not sure about the gui as it looks more bloated and goofy. But I was aiming for the target audience rather than my personal taste :)
With some updated Pokemon sprites that would be one sleek looking gameboy game. Nice job! :D

I ended up updating my previous attempt:


This time I made sure to organize things with the 8x8 tiles in mind, I had completely forgotten about it before. :P I liked r1k's layout so I decided to try something like that, it's crazy how much extra space you have to work with when you remove that big back sprite. I'm not too sure about my health bars, they look nice in black and white but when I color them the missing health area is too bright.

I was also trying to decide if the PP bar for the attacks was necessary, I put it there cause the empty space seemed a bit strange, but it seems like it might just be a bit of clutter.

I also borrowed your idea for using faded out zeroes Seiseki, they work really well for filling in the blank spaces. :)

28
Chikyuu Kaihou Gun ZAS. If you go and play it on EMU play it in KiGB with the ghosting setting on.
I remember seeing that one mentioned a lot by a bunch of different pixel artists, I've never gotten around to trying it before but the graphics in it seem pretty awesome for a gameboy game.

29
Definitely sounds like a lot more trouble then simply using a wider font. XD

30
That layout looks really nice! But how would the menu for selecting fight, pkmn, item, run, look?
I was thinking something like this:


The .gif ended up being a bit faster then I planned. :P

Also, that font would have to be 4x8, you can't do an M in 4x8. It looks much better with a tall font though. It's also easier to fit in with the other gui elements.
I think I remember seeing a font get away with 4px wide letters and have an alright looking M, I'll look around and see if I can find it. Why 4x8 though?

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