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Messages - Ninja Crow
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31
Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 09, 2010, 07:14:52 pm »
> I got a LOT of motivation out of this post

Wow, thanks, I was hoping it was more encouragement than crticism!

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I've started quite a few games (even lenthier projects) and never got finished because I took too much care of details before I started adding actual content (in this case I wanted to do some playable and enjoyable maps ASAP).
Good for you! This is one of the most important things an indie developer can do to ensure their game is actually finished. And I love the idea of getting playable maps.

Here's a system that may be helpful: if you have a nice long "to do list", mark each entry as either red, yellow or green. Red entries are super critical 'can't proceed without them' things, like major bugs you've noticed, or very important features. Yellow entries are minor bugs (an object graphic blips when a level loads, or text that doesn't fit on a line prints out fully before being moved to the next line) that do not affect the ability of players or testers to play the game from start to finish. They include such ideas as 'more frames in walking animation' and 'level intro swishes'. Green entries are the types of things that even 'real' console type games get released with, that would be nice to fix in a perfect world, but which may only bother the creators of the game. I imagine these things are mostly aesthetic, and are very very minor. Once you have your list categorised and rearranged, be sure to finish red items before yellow, before green (unless you need a tiny thing to do - indies need motivation sometimes, since they don't get money!).

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...I'm just getting used to pixeling, so a portrait might be some work for me.
Ah, well, you coulda fooled me  ;). I guess since I was the one who brought it up, I should be willing to do the work of an edit to show what I meant - if that's okay with you and setz.

I like your new trident guy. Might I suggest "Ink Guard" as a possible name? (oh dear, I guess that means I'm really getting into the enjoyment of a project if I start thinking of names for enemies... :-[)

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What would be useful would be a tool in which I can modify the pallette of a picture easily and compare the same picture with different pallettes, recommendations anyone?
Personally, I use GIMP for all my needs, because its a tool I'm used to using. But it is a little tricky to optimise it for pixelling. How about a left field suggestion from the world of ROM hacking? I have experience with tile viewing programs that display binary art as graphics in different formats (SNES, GBA, Mega Drive, &c.) and can import custom palettes, which you switch between while the art is displayed. Palettes can be built manually, or easily put together with an 'eyedropper' tool I use that a friend of mine made. The sprite-editing abilities are somewhat minimal, but it's useful for trial and error, maybe. If this kind of thing appeals to you, I can provide more detailed information.

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I'm still thinking about adding colors to the pallette, namely some greens and some shades of the red and violet.
There are palette wizards here and on PJ who might be able to offer suggestions. There is also, I believe, some consensus on the practise of using pre-existing palettes for inspiration as long as credit is given. Searching for topics that mention palettes usually proves informative.

I've been trying to learn and adapt painters' palette techniques to pixelling, and here are some links that might be useful from the great art blog of Dinotopia creator James Gurney:
Post about the colour scheme designer website.
Post about an online gamut masking tool.
A seven-post mini series with easy introductions to colour theory and the colour wheel, with info on custom palettes.

It might also be useful to keep in mind that most games of, say, the NES or SNES era used a different palette for each world or level, so it may not be necessary to create a giant meta-palette, but rather a collection of smaller palettes that are complimentary to themselves.

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I'm thinking about some tiny and big (shadows of) fishes, coral rifs or sunken ships, maybe all just in one dark color that gets faded against the background, but I don't really know where to start...
Those are all great ideas, and the more you wildly free associate, the more chances you have of coming up with even more cool ideas. I love the look of multiple silhouette background layers (not just because silhouettes are easier to make...) so I heartily encourage you to try out all your ideas with different colours for different layers, and play with the player's expectations of mass (e.g. if the level seems to have a distant horizon, a sudden, nearby, hulking shipwreck can create a surprising dissonance that most people interpret as a pleasant thrill).

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Hmm to be honest I specifically designed the font for this game to give it a retro-ish look and I like it so far (a few letters and numbers aside).
The font is quite attractive, actually (though I think the "S" should have the smaller curve at the top rather than the bottom) so if you think it would look good at the resolution the game is homaging, then there's no problem, though my guess is the lines are a bit thin. I don't know the pixel dimensions of your font, but is it possible to bulk up the lines a bit, perhaps with a text effect like a drop shadow or coloured border?

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I'm thinking about changing the size of the text-box to contain only two lines but maybe that's not enough for the text to be fluently readable...
Two or three lines is pretty standard. For me, the smallest amount of text you can show on the screen at a time will increase the readability, as well as making the writing seem punchier. Here's an example textbox from one of my all-time favourites, Phantasy Star 4, and another textbox from Zelda, Link to the Past, and a third textbox from Zelda, Minish Cap, that show some really good proportions (though, of course, the GBA one has to squeeze a lot into a small package!). Playing games like this helped to convince me that menus (which text boxes are a subset of, I'd argue) should always float like a popup, so that the illusion is maintained that the player still knows what is "under" them (they become less "intrusive" that way).

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But that's one of the things I want to test on a map that is fun to play for me and some testers...
Great idea! I volunteer, selfishly, to be one of those testers!

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The pearls (I'm now gonna call them like that  :hehe:) are a motivational thing.
Heh, I wasn't trying to be persuasive with subtle hint words like "marine"...honest!  :P

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(which will be changed to +X when you collect more pearls in a row btw.)
Ah, well, that's a...whole new kettle of fish! That sounds like an excellent idea, and watching the numbers build up in chains sounds like great fun. Please make the lag time before the chain is broken be somewhat forgiving so that this enjoyment can be experienced to the full, since it sounds like it could be a major source of fun in your game design!

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I'm going to do this, plus I wanted to add a little screen shaking when they stomp near you.
Cool, though I would think to use shaking sparingly, as the type of thing saved for boss battles, etc.

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I'm thinking about a rotating star fish.
Might I also suggest a subtype of your spike ball that is on a chain, such as this one in Sonic & Knuckles?


Well, I've gone on a mile again - hope it helps!

32
Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 09, 2010, 08:24:05 am »
This is a terrific project, and I'm impressed with the progress, and the level of charm in the elements and details. It is actually pretty exciting to see people take the superlative mockups that appear here and at PJ and turn them into games (more fun for me in some ways than the 'real' game industry!).

Helm mentioned the portrait of the main character (nice names, by the way, of the game characters). My only complaint would be that it isn't a classically 'attractive' face, being rather long and plain, but the cartoonish style is unique and lovable and fitting to the spirit the game is displaying, so I think a realistic face would be out of place, even if 'prettier'. Plus it gives the game an immediately recognisable stlye. I would like to see a test version of it with a wider face (e.g. eyes further apart) if you didn't mind, which may be the thing that is actually bothering people who don't think it's quite right yet.

You have a 'guy' in your first screenshot, which was obscured and I didn't notice him, but your animation frames actually make a lot of sense, and it's a great character. I immediately thought of a shadow dude, or even more fitting, an oil slick creature. Helm's reflective outline made this image even stronger, and so I would love to see it like this - please keep the black silhouette look if possible. As for having red in them, since they are moving, there may be enough red in their tridents.

I like the video, which really sold the concept for me. What are you programming the game in? TIG forums is a great place for getting questions answered about independent game development, and I'll bet they can help you with your parallax background question (I can hardly wait to see those light shafts shifting independently).

I don't know how WIP your text box and font are, but they look a bit stark to me. The box is very large, and the letters are very thin. I also feel the score numerals are too small - a fuller, more cartoonish style might be more fitting.

I also noticed that the jump is quite staccato, going up and coming down in a quick burst - is this because of Cam Studio's frame rate setting? A slower descent might help suggest that she is underwater, as well as helping with landing accuracy (provided the left/right drift of the jump isn't too high).

I like the coins, and it looks fun to collect great piles of them, but they look spherical, like pearls (because of being underwater, I just assumed they were a marine object :-[), so I was surprised when you called them coins (nicely pixelled and shiny, though!). I didn't quite like that 'plus 1' came out of collecting them, though. Maybe this is because most other games I'm familiar with don't do this? (Sonic, Yoshi, Klonoa GBA, etc.) If all of them give the same amount, a counter isn't necessary, and if some give a higher amount, they could probably be made to look different.

I agree that the spikes are a little swift in their movement. I would suggest an accelerating drop and sudden stop at the bottom of their fall (like the drop of a heavy mace) and then, after a pause, they lift themselves back up (similar to the thwomps in Mario).

Hey, sorry for so much text, but I really like where this is going, and I hope I was helpful in some way - thanks for reading!

33
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 20, 2010, 10:30:19 pm »
That interior is definitely cool.

There is an element near the end that looks like maybe a thick laser beam, but at first looked a little like light spilling in from above, which made me hope you will put in such a thing for the inside of your temple (I happen to dig the luminous effect of the strong contrast of when beams of light pierce an otherwise very large dark space).

34
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 09, 2010, 04:35:07 pm »
I love all the backgrounds - and having sand on the crannies of the stone pillars is cool  :y:.  But I'm afraid that yellow colour in the sand just clashes too harshly (especially since - and correct me if I'm wrong Dr D - that Dr D no longer thinks you ever even needed to change it  :().

But I just stand in awe of how cool your pixels are - this is definitely a favourite of mine!  :)

35
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 08, 2010, 07:56:47 pm »
Oh man, xhunterko, you hadn't seen the new one yet!  Sorry if I misunderstood anything you said!

@ Dr D : Since you can't stand on the sand, it seems entirely appropriate to me that it is a light background colour (almost like a drop off pit) and I personally loved the lighting techniques that are suggested by having similar colours (as in a film when the director wants to show how much sunlight is flooding the scene) and the sand texture seemed an effective enough contrast - but I'd love to see an edit if you have time, to more understand your view point.

36
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 06, 2010, 03:40:30 pm »
Quote from: xhunterko
@Ninja crow: Darn you! You made me find a new chiptune label by going to that project page! (that's a good thing :)).
Yeah, it's pretty cool stuff, and thanks for the great tips!

Quote from: xhunterko
I couldn't tell if they were machines unless I looked a coulple times.
Wow, I'm really surprised by that - I thought the new shading on the metal was rich and amazing.  I'm afraid I have to disagree about a lack of contrast between what was supposed to be metal and what was supposed to be stone - it seems perfectly strong to me (the soup bowls (?) even have a central specular highlight) and I love the sharp line of shadow across the bowls, which helps them look reflective even more.  But maybe you can make an edit to show me what you mean?  (full disclosure: I'm going to be very hard to convince ;))

37
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 05, 2010, 07:52:21 pm »
I agree with what Jakerpot has been saying - the praise is well deserved!

The shading on the far right machines is brilliant - just the perfect amount of dithering to make it look like real game graphics.

Please don't change the palette unless all other options fail and the fate of the world hangs in the balance - this is one of the most effective colour schemes I've ever seen.

I fell in love with this project instantly - I don't know how serious you are about it, but for me, I'd put this in a list of Top Ten Most Promising Mockups.  The creativity here (ninja in a cool land of techno-food) is off the charts and you may count me as a fan.  An uber fan.

If the project I'm working for (The Amazing Wilbot Project) winds up looking even half this cool and fun I would be happier than a happy clam in happy sauce.

Your ninja reads fine to me - the minimal style actually concentrates the coolness, and it is shocking to me how much character shines through with such a small number of pixels.  Please don't change him into something like a "chef"!  No offense to chefs, but while they may be something to respect, they are not associated with coolness, and the power of this mockup (for me) comes from the delightful juxtaposition of cool and whimsical.  Without the ninja, there isn't enough 'cool' and thus no juxtaposition to so strongly catch the eye!

I would have posted earlier, but all I had was love and nothing useful - but I am spurred into action now to 'help' the project by giving you as much assurance as I can that you are doing great (better than great, even) and that depression is the farthest thing you should be feeling right now.  Triumph is what you are brewing - I can recognise the aroma from here!

(p.s. if anybody complains too much about your dithering, please ignore them - you've been using it with impressive mastery from the start.  In fact, when you changed your columns, you kinda reduced them to looking like ice or crystal tiles, which is a shame, because the stone you had was simply amazing.  Hope I haven't scared you with a wall of text, I just couldn't help but express myself about your project!  Don't mistrust your incredible pixel instincts, they're spot on so far! :y:)

38
Pixel Art / Re: Grass [wip]
« on: May 03, 2010, 06:03:39 pm »
You won't believe how much your grass will pop if you can manage to get more yellow into the highlight colours, and also don't draw your grass as if it were a mat composed of cut blades all arranged flatly on the ground with no overlapping pieces - grass has depth and also tall clumps that overshadow shorter regions, and especially where it hangs over areas of flat earthy ground.

Here are some images to show grass that I felt was notable in some way:

These types of tiles and styles really appeal to me - what about you?

39
2D & 3D / Re: Bitten by the sidescroller bug...
« on: April 27, 2010, 05:52:31 pm »
@Photocopier & Howard:  Thanks for the help, guys!

GunApe == coolest new game character of the decade!

If it's not too much trouble, could you list the MMF extensions you are using?  I have Game Maker, and I'm curious if Fusion is superior in this plug-ins department.

Pixel Prospector looks like a cool site, congrats, Mr Day!  (though I do feel a little left out by havin' you on that other forum behind our backs... ;))

>I'm not gonna blow a whole lot of time on it, but I should get it to a good place before I move on, right?
Great philosophy - especially for games with such a small team! ;)  Nothing seems a greater risk to the birth of a game than to be hopelessly mired in details that could be fixed after all the important stuff is done - or never - just as long as they are at that minimum good place.  Of course it helps when the very first workable version of things is as awesome as your stuff is - seriously, there's hardly anything you've put into it from day one that didn't already kick all kinds of butt!  :y:

As for what to put in next, it depends on your personality:  Do you get bored if you work on the same task past the beginning 'hey, that'd be neat!' stage, always looking for a cool new challenge, or can you soldier on at the tasks that are the most important to next finish?  I would label each new thing you think of to put in the game with the following three settings:
  • Green.  Anything put in the green category is something either so esoteric that only a developer would ever notice, or with which the game could actually run, play, and be released without it ever having been implemented (e.g. wanting a colour change to an enemy, or having a special text effect over credits, or making something swish when you run past it, etc.).
  • Yellow.  These are things that make a difference, but which do not keep the game from running.  This category includes non-serious bugs such as an animation fluttering.  If you can actually get from start to finish without a feature, then it's a Yellow category feature (e.g. no specific animation for being knocked back by enemies, or no sound effect for an action like jumping, or no intro story, etc.).
  • Red.  These are serious issues, like the kind that can kill game play dead.  These are the missing sprites, fall-off-the-screen, 'what happened to my controls', 'where's the last level' type of issues.
Therefore, anything you label as a red category action would be the first to be worked on, even if something else were more fun.  The only exception would be if the fun thing could be done in a day or less!  If you are the type who has to have everything perfect before you can even think of moving on (vs. someone who paints in the broad areas of colour and then comes back to details if they have time or inclination) then this may rankle you a bit....  (in case you can't tell, I'm speaking of myself here  :) and have to go against my natural obsessiveness and try really hard to finish big things before the little things, even though the fear of people seeing my stuff half complete is nearly crippling - how about you?)

I don't know if you want to use such a system, or have one of your own, but if you'll permit me, I'll take the liberty of labeling your 'To Do List' (including past items and a couple of my own...) in the following way:

1. Fix intro text - green
2. fix intro re-entry flame - green
3. Add SPIDERBOT to the game... - yellow
4. Add health and coolant pickups to the random dropable system - red
5. Create a crate and container system - yellow
6. Create a point/score/money/RPG/selective end of level upgrade system - yellow
7. Continue creating intro sequence and main menu - as well as a "how to play" and credits screen - yellow
8. Start making City Rooftops Level End-boss. (MUWHAHAHAHA) - red
9. More Cityrooftops art - including kites and shit in the backgrounds... - green
10. terrain variation - building height changes, that sort of thing - red
11. I might just have to make a version that's obviously UI in nature. - green
12. The player model - yellow
13. and movement in general. - red
14. Complete the visible In-game HUD - red
15. Intro - yellow
16. Main menu - red
17. decide if there will be any in-game collectibles and if finding all (including hidden ones) is necessary for 100% & 'good' ending - yellow
18. level two concept - red  ;)
19. task someone who can be both prolixy and pithy to craft the story text or a set-up novelette - green  ;)
20. name the levels (one suggestion for city rooftops:  Ghost Colony) - yellow  ;)

You may wish to get a community consensus as to the category of each item, or make your own judgement, of course.  (I've numbered the list so its items can be easily referrenced)

Congrats on your new house!

JD

40
Pixel Art / Re: RPG stuff [WIP]
« on: March 28, 2010, 04:53:16 pm »
Hey, that's really good!

I do think, though, that it's worth trying to see if the female sprite would look better if the arms were closer to the body: /U\ vs. / U \ - since it needs to look like her elbows are touching her sides, I think.

I like those three guys just fine now, they look like a fun team!

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