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Messages - snake
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11
Archived Activities / Re: Isometric Collaboration IV - IT IS UPON US!
« on: April 24, 2008, 01:11:40 pm »
I'll have 39 - 41 -42 please.

Should have checked here  earlier.  :-\

Looking forward to this. The last one was a blast. And explosion if you will.  :y:

12
General Discussion / Re: Official Off-Topic Thread
« on: April 17, 2008, 06:10:26 pm »
Quote
Definatly not pixel art as far as I can tell.

According to SNK, they make high res renders modeled off the existing actions. Then they painstakingly pixel over each frame. With this process, and artist finishes a frame and a half per day.

I've often wondered about this technique. I mean, would it actually save any time or have significant benefits? If you intend to keep it clean, maybe meet a colourcount, the only way I can see them doing it is using a fairly low-poly model with no AA and maybe some basic colours. Considering you make to make the model, rig it, and then start working on adding detail, it seems very timeconsuming. Not to mention you have to position the thing for animation captures. If you sprited and animated from scrach, you could avoid all those steps. I can see the benefit of getting the perspective, pose and proportions correct though.

With characters that have little additional detail and no outlines, I suppose it could be a bit faster. Elena in SF3 is very obviously traced from something, but has little additional detail, so it makes sense. If you have alot of baggy clothing with edges, belts, chains, straps and whatnot, I don't think it would be very beneficial apart from the pose. Adding cloth simmulation to the model would be an enourmous waste of time at least. Better to pixel that.

13
General Discussion / Re: Official Off-Topic Thread
« on: April 17, 2008, 03:23:55 pm »
Probably old news, but I came across this the other day. Thought I'd share.

http://www.famitsu.com/game/news/1214186_1124.html

Appairantly, SNK is upping their spritesize for the 12th KOF installment. All pixel as far as I can tell from the JPEG shots. SNK might be doing what people were hoping Capcom would do. Fighting games aren't really my field, but they do produce a lot of detailed pixel art, so... 

http://www.gametrailers.com/player/30829.html Trailer for those intrested.

14
General Discussion / Re: Victory Bout. 2 player boxing game
« on: March 15, 2008, 03:19:20 pm »
@ Mattness:

Ah. Finally someone with a Joypad. The usual complaint I get is that most people don't have them.

I'm not sure I understand what you're suggesting. There's something wrong with the arm? His foot is up only if you miss. Afterwards there's a cooldown where you loose your balance and you're open to attack. The point of the charge punch is to make players move so you don't just huddle in the middle of the screen punching and blocking.

By elusion (illusion?) you mean making a fake attack? I might see that working with the charge punch, but the charge punch makes you invulnerable to hits, and adding a fake one wouldn't stop the other guy from punching you. (unless they're too far away for you to hit them anyway)

@ Doppleganger:

Heh, the croud is actually ripped from BOS (it's one of my favorite games), so are the punching and voice effects. They were ment to be temporary, but they worked so well I kept them. Not to mention, my tracker isn't all that good for creating voices. The music is mine though, along with most of the sound effects.

Do you mean the gameplay is slow, or that you're having slowdown? The timer is set so you can just barely get up during your second KO. (Third is a TKO and automatic an win.) I haven't had any complaints about the gameplay speed from my testers, maybe it's just a feel I'm move comfortable with. I did find one slowdown problem where the music loops and it all turns to syrup, but I think that's a MMF problem. I'll have to look into that.

I really don't see how not finding the controlls is an issue. You have two sets of shift and ctrl keys. If you didn't try the right keys, those didn't work or can't find the ones for player two, I pointed out you can change the controlls by pressing ctrl + Y. (I've also noticed during a second testing, that MMF has another key command: Ctrl + S that trurns off samples. The standard 2-player layout is WASD, so it might get trurned off from time to time. If I can't change the default controls, I can at least remove this feature.)

Yes. To do the charge punch, the easiest way to do it is hold down and press button one. I've found this is easyer because you will continue to puch if you hold down the buttons, forcing the other player away. (If the other player is close and starts moving as you start, you could get two hits in. On your third one, you're most likely to miss and get caught in the cooldown.) How would you suggest you trigger it?

In regards to it being unresponsive, I reckon you mean you can't punch at the exact moment you press the button? This is common in most fighting games (streetfighter 2 for exaple,) where you loose controll for a couple of milliseconds while the attack is executed. The difference here is that the attacks are slower. I'm not going to excuse it if you feel it's a drag on gameplay, but it's a design choice. Part of the reason I could make this game is in the timing of controll loss. I could speed it up so you won't notice it, but it would speed up the entire game of course. The hole game is very systematically set up in terms of movement. Having fluent interaction requires a hole diferent engine, something I don't think I can do.

Too bad not that many people are playing this thing. Was hoping to come across something I can build on for my next project. Guess we're a 1-player bunch here   :-\

15
General Discussion / Victory Bout. 2 player boxing game
« on: March 13, 2008, 05:26:53 pm »
Ok, let's try this thing. I usually don't put my private game projects out in the open, but in this case, part of the reason I made this specific idea was the feedback other players could give. So here is my little pet project:

Victory Bout
      

The game is a 2-player only boxing game centered around social playing. While the fighing is going on on-screen, the players can slap each other off-screen. While it has no effect on the game, it creates a diversion you can exploit on-screen and creates tension between the players. I was planning on making a game I could play with some friends on my spare time, and this is an experiment on how to get players more engaged in the game. I tried to emulate the feeling you get when you played against friends on the old consoles, so I aimed at a quasi-NES look. The pixel art isn't all that impressive, but it's not intended to be, I suppose. Simple game.

I can predict someone will request a 1-player mode, (maybe online,) but again, this is an experiment on how you interact with others while playing. I can add more to the game if there is demand for it. I'm guessing the most of us don't have people around to play this with at all times, so it's a shot in the dark, but a shot nonetheless. The game supports joypads if you don't feel like huddling over one keyboard.


Download the game
8,24 MB

Controls:
Shift = Punch
Ctrl = Block
Down+Shift = Charge Punch
Up = Slap


Press Ctrl+Y to change controls

I really want to hear your thoughts. Bug reports are always welcome and feel free to share your strategies.

There is also an easter egg in there for those willing to look.

16
2D & 3D / Re: Official OT-Creativity Thread 2
« on: March 13, 2008, 04:14:55 pm »


Something like this? I'm not going to speculate why he's in a tube, but one of the arms might be a little long compared to the other one.

17
Challenges & Activities / Re: Mockup Frenzy #7: Cinematendo!
« on: March 12, 2008, 02:11:48 am »
@Ptoing:

Ah, you're right. Paint has this fault where the rectangle tool shows one extra pixel on the measurements. Just forgot to recheck that. Looks like I missread Adam's description too. It said 4 sprite palettes, not colours. I should have assumed one would be transparancy anyway. (that's dyslexia for you...) Could of course redo the sprites in a way that would fit restrictions if that is required (measured the main guy to consist of 20 sprites), but I'd have to rethink it a little for that to work. The size is the biggest issue. I can't shrink them all that much.

@Conceit:

I reckon an exploring game with a partially linnear progression. Sort of like River City Ransom. I'm feeling compelled to make something of this, but I'd have to create my own universe for that. Can't go making games about copyrighted material. Would allow me to play around with the idea a lot more too. I've got a few projects I'm doing now, so I'll just be thinking about it for now.

@Indigo:

Heh, didn't think anyone noticed. I do browse here every now and then, but I couldn't do any crits lately. Guess that's just how it is sometimes.

18
Challenges & Activities / Re: Mockup Frenzy #7: Cinematendo!
« on: March 11, 2008, 06:23:38 pm »
Been a little busy with finding new jobs, but I had to try this thing.



So I watched Cloverfield recently and thought this might be an interesting consept for a game. Since the NES can't do first person very well, I had to fit it into something it *could* do. Basically you follow the plot of the movie and controll the group as you're out to save mr. hero's girlfriend. You navigate the streets freely and try to find your way there. The cameraman (forgot his name) is recording the event. Thugs try to steal his camera and the batteries need refilling every now and then. If it shuts off or is broken, the screen goes black and you have to start at your last recording. Loot stores to get supplies and save people in danger. During certain points, you'll need to use the camera guy's nightvision, but that uses more battery power, so you have to stack up. Might be something I could use later, I don't know.

The limitations were a bit dodgy, so I'm not sure I hit it perfectly. I'm using 3, 4 colour background-palettes on 64 tiles and all 4 sprite palettes and several tile sprites (one palette per sprite.) Using 17x17 pixel tiles on the background since it fits the screen perfectly (that's the size I got off the batman tiles at least.)

Nice smilies by the way  :hehe:

19
General Discussion / Re: Official Off-Topic Thread
« on: December 30, 2007, 02:24:21 pm »
Watched the gameplay footage. Took a few shots.





They've certainly taken some interesting choices on what to abstract. Detailed characters, lighting and textures with some "painted" elements. People with mostly realistic looks yet stubby limbs and overdimentioned hands, feet and heads. Those are some interesting faces Ruy is pulling off there. They struck me as odd when I saw them in motion, but kudos for making them a bit more alive than the Tekken manequins. Not really sure what is happening with Ken though. Twisted posture with the head floating somewhere. I can't pull that pose at least.

Streetfighter has taken a lot of blame from this place on all sides. It's art, the effect on artists, others view of pixelart, scewed human proportians, the game industry in general. Is there anything you would actually want to see from this side of the industry? Personally I feel the fighting game category desperatly needs innovation (Smashbros mixed things up a bit for example). Any thoughts?

20
Archived Activities / Re: The Official Secret Santa 2007
« on: December 24, 2007, 07:11:09 pm »
Thank you so much for the gift Marilii! Some lovely beaked dragons, guess you noticed my weakness for dragons :9 Looks like that took quite some time to do as well with all that dithering. Grand work :D

I'm glad you enjoyed your gift Cave. I had a hell of a time trying to figure out how to mix all the game-characters with the male nudity. Used two solid days doing nothing but thinking about it. The candy palette you asked for was the hardest one to tackle :hehe: Was really aiming to make it greater than this, breaking borders, but the illness hit somewhat inconveniently, so the best I could do was just finish up what I could. Good to hear you were happy with it.

So many great entries this year. Junkboy's unicorn made me laugh pretty hard considering what buloght wished for :9 Loved that Mario from Panda. Lovely palette in MashPotato's gift. ..I think I'll stop there or I'll be going through the whole list. Awesome work everybody. Merry christmas!

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