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Messages - Probo
Pages: 1 2 [3] 4 5 ... 30

21
Devlogs & Projects / Re: Pixaki
« on: May 28, 2016, 12:39:26 pm »
Would it be annoying to not be able to adjust a layer's opacity when working with indexed colours

I would absolutely, massively like the choice to change a layers opacity when working with indexed colours! I use Graphics Gale most of the time, and that doesn't let you control the alpha of a layer in indexed colour mode. Or rather it still lets you move the layer's opacity slider, but it dithers the layer by deleting pixels rather than changing opacity. Which would also be a nice option to still have I guess, but I don't use this dithering transparency often at all. Its not a particularly clever dithering algorithm either, maybe if it was id use it more.

22
Devlogs & Projects / Re: [Quest] The Fair-Use Follies of MegaDude!
« on: May 24, 2016, 12:21:11 pm »
that's a really cool premise man XD, hope you take it places!

23
great stuff!! lots of cool animations. My only real criticism would be that the environments are bit dull.

24
maybe you could add a 'streaming transparencies' option that replaces the on-off flashing transparency effect with a 50% alpha of the sprite?

Some games I can't believe how well they've designed around the limit. Like how bullets and drops in megaman are megablue or megafacecolor.

yeah, and because of the sprite palettes the ammunition drops change colour to whichever palette/weapon megaman is using at that time, but its clever because it only gives ammunition for the currently equipped weapon, meaning the ammo colour is always correct.

yeah man I'm definitely up for some playtesting, ill pm you.

25
Devlogs & Projects / Re: Battlemace: Winds Of Ruin
« on: May 18, 2016, 12:11:20 pm »
cool! You should say something about it :)

all those enemies swarming onscreen looks great. will the combat be based on 100s of enemies attacking you at once, and you slashing through swathes of enemies with each swing of your sword, or will you be using the amount of enemies just to show a 2 armies fighting on a large battlefield, and the combat be more realistic like one-at-a-time as you work through?

26
Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 16, 2016, 10:07:56 pm »
I turned on the FPS counter and yeah it was dropping well below 60. 39 was the lowest I saw. I changed some settings and now it seems to run mostly at 60 fps! Its late now, so ill play it some more tomorrow :)

didn't realise DS emulation was so system-intensive !

27
Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 16, 2016, 11:33:06 am »
well I hope my game turns out as well as yours has! I'm an awful programmer :D

I downloaded the latest DeSmuME and played it, it seems really cool. looks nice, and its fun to play. catchy music too. Getting a real Rayman feel from it, from the looks to the handling to the soundtrack. Only problem is, I'm getting a lot of slowdown when theres a few objects on screen. Is that an emulation problem?

28
Devlogs & Projects / Re: Who is doing a pixel art game ?
« on: May 15, 2016, 10:23:34 pm »
Its a DS homebrew game, PypeBros? Looks cool! Does it run on an emulator because I don't have a ds flashcard!

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

29
General Discussion / Re: Extracting a Color Pallet
« on: May 12, 2016, 02:19:31 pm »
I imagine the overall palette for SOTN is huuuge, maybe thousands of colours. would be interesting to find out actually. do you just want sprite palettes though? because the backgrounds are where most of the colour will come from, and theres also 3d elements in the bg too so youd maybe want their textures?

try places like spriters-resource.com for the sprites, and vgmaps.com for the levels.

edit: most thorough way would be to rip all the sprites and tiles and textures from a disc or ISO yourself though.. theres programs to do that kind of thing but I don't know much about it

30
just so you know I wasn't suggesting you start adding snes levels of colour and forget about the nes look, absolutely not, this looks great! just that if to represent your vision you had one more 4 colour sprite palette on-screen than the nes could actually do, for example, it would still look like a nes game to the vast majority. don't cause yourself too many headaches for a similar result :)

the title screen gameplay sequence thing sounds like a really cool idea, and I love dark stories! My own game's story is going to have its dark moments, when I get round to that part of the game XD

any estimate on a playable demo?

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