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Messages - Carnivac
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11
General Discussion / Re: Some questions about 8 bit NES artwork
« on: August 24, 2014, 01:36:13 pm »
Me bookmarking this mostly cos of what Kasumi says.

Quote from: kasumi
There's a lot of nuances to even this, though. Like... Kirby is using more than 256 tiles in any level where it's animating water or clouds or whatever because it's swapping out part of the set of tiles to get the next frame of the animation. It's not even necessarily correct to say only 256 tiles can be DISPLAYED at once.  Kirby's HUD is actually a totally different set than whatever the rest of the level is using, so if the current "scene" is using a bunch of tiles the HUD might push it over 256 and that's fine.

This be something I was told when doing my CPC projects too.  I somehow got into thinking 256 tiles was the absolute limit but it ain't.   The CPC coder folks told me I can have multiple banks of them (depending on memory obviously, as using tape/disk sort of media rather than cartridge) but I wasn't as limited as I thought. 

12
Pixel Art / Re: [C + C] Barbarian Turnaround
« on: August 01, 2014, 03:41:32 pm »
Also this doesn't look at all like a barbarian to me (not even a cartoony one) probably because of body proportions. If you remove skyrim helmet there's nothing there that could suggest "barbarian" it's just a peasant. Try to work on that.

I was expecting Conan-like when I clicked the topic.  Perhaps this is like Conan from the beginning of the movie when he was a lil boy.

Barbarians generally have a lot of muscle mass and look like they can tear you apart in seconds. 

13
Looks great!  What's a chipset?  Do you mean tileset or is there some other term I don't know?

Yeah it's a tilesheet pretty much.  I never understood why they used it in RPGMaker when I always knew chipset the same way DawnBringer just mentioned (probably cos I too had an Amiga) though I quickly dispensed with that term for it after finding Game Maker and leaving RPGMaker behind (kinda limiting product when you don't really like RPGs).

I don't get the logic behind the usage in RPGMaker though.  What are the chips?

14

The shape is obviously in the style of the cartoon, but it looks believable. Physics-wise, it's very believable. Your brain doesn't say "Whoa!! WTF is that FREAK!!??" due to the (should-be obvious) deformities, but instead it says "Nice!"


Hm, no.  My brain's definitely not saying anything nice about it.  Respect the work gone into creating such an image but it sorta repulses me somewhat.    The features work fine for a cartoon (though I've never found her 'attractive' as such) but with the realistic rendering it makes me ever so slighly nauseous.

15
General Discussion / Re: How do you make your games?
« on: July 14, 2014, 05:56:47 pm »
Then possibly a glitch in the user's code rather than GM since many games, mine included, do not have such issues.   There are multiple ways of doing these things so I can't really suggest what may or may not be the cause though.

16
General Discussion / Re: How do you make your games?
« on: July 14, 2014, 04:51:03 pm »
What bug might that be?  Never encountered it myself but perhaps that may be because I use the recommended method of using a rectangular mask for collision detection rather than the object's visible sprite itself?  Who knows?

Anyways yeah I recommend Game Maker Studio.  Been using GM in it's various incarnations for almost 12 and half years now.  Pretty amazing how it's changed since the early days.  The room editor is still a piece of crap though but there are alternative external editors to that such as Tiled Importer GMARE (Game Maker Alternative Room Editor) and which can access the room data directly (a big change from old GM to GM:S was that the files aren't all saved into one big project file unless you choose to do it that way, it's nicer from a development viewpoint to have all the files there seperate on the hard drive in folders like GM:S does by default.  Think it called sandbox or something, I dunno). 

17
Pixel Art / Re: [WiP] Tiny Mech
« on: July 05, 2014, 08:46:44 pm »
@astral oh yeah beat 'em ups certainly can be forgiven for it due to the sheer number of frames, the size of the sprites and the memory limit of older systems being an issue which is why we accepted things like how Sagat's eyepatch would change eyes.  And relates to Dee Jay's MAXIMUM wording down his pants using all symmetrical letters. 


@bio that's looking much cooler.  I like the way his pose changes and he steadies his arm for shooting like Mega Man X and Samus do.   I like how the more relaxed pose mirrors the positions of the hand and gunarm and how the new aiming has the body turn into the gun to face the enemy. 

18
Pixel Art / Re: [WiP] Tiny Mech
« on: July 05, 2014, 07:01:44 pm »
Nice approach there Carnivac! I didn't think to use the silhouette to forge a new pose for the other side. Great way to fix that x axis issue! :D

I do stand by my original comments that it doesn't make much of a difference on many small sprites (your robocop sprites are an exception due to their different forms being more easily readable than your metal-slug-ish sprites whose forms appear too similar from each side for the difference to be really noticeable.) It really does depend on the gameplay most of all however. If we're talking more slower-paced gameplay like Metroid rather than Metal-Slug, this level of detail seems a lot more justifiable.

Remember these are meant to be viewed in a low resolution so would appear much bigger and it is certainly very noticable, particularly when turning as it adds a whole extra depth to the otherwise two-dimensional characters and really is worth the extra bit of time and effort.  It's something I definitely encourage people to do where possible.

19
Pixel Art / Re: [WiP] Tiny Mech
« on: July 05, 2014, 06:34:07 am »
To be honest with you, if I had to choose, the right facing sprite vs. the left, I'd choose the left everytime. No need to be unique on something like this -- just flip the sprite. People will care MUCH more that the x value for shooting is different than about the time you spent putting into drawing a completely separate left/right standing/shooting frame. Trust me, most people will *not* think that much into it. Games have been flipping sprites for years.


Have to say it is something that bugs me in many games and why in all three of my projects the main character does have seperate left and right frames so the gun is always held the correct way (even several 8-bit games on home computers did seperate frames, SwitchBlade for example).  Mine also have front and back frames it turns through when changing direction so simple flipping just wouldn't work anyways.    It's all to do with the posing though.  Mine tend to be side on when using the guns so that

Figured I'd upload examples to show.   Excuse the blockiness.  These are from my two 8-bit Amstrad CPC projects but despite being done in different styles and proportions and holding guns in different ways they still have seperate left and right torso sprites and the gun stays in the same x position.    The Commando guys below hold their guns with two hands and are posed from side on.   RoboCop at the top holds his gun with one hand and so his body is more at an angle.   In both cases I designed them by doing one direction then flipping the sprite and erasing everything that needed to change while keeping things like the head and gun and general outline in position to then help create the new side.   Dunno if these examples help but hey you go anyway.


20
Pixel Art / Re: [WiP] Tiny Mech
« on: July 04, 2014, 12:59:27 pm »
If this is for a game I think the main gameplay issue would be that the gun is in a different position in terms of it's co-ordinates from the center of the sprite.   Even games where the sprites have different left and right sprites (rather than simply flipping them) tend to still have the gun end up with the muzzle bit in the same distance from the center.   It makes setting the co-ordinates for the bullets, muzzle flashes and such a lot easier but also when it comes to collision checking. 

I don't have any readibility issues with the gun itself.  If this is for a game I presume it would be scaled up for the low res charm anyways at which point the gun is clearly readable.

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