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Messages - 1ucas
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11
One of the problems with animated GIFs is that we can't just stop them in the browser and play them frame by frame. It is very cumbersome when someone posts an animation and we have to save it and open it locally in order to analyze it.

Well, I created this little tool to help us with that. It's entirely based on JavaScript and some server-side processing of GIF files. The whole thing is cached, too, so it should be really fast once the first person processes a GIF file. The usage in a page is completely unobtrusive and simple and will work with any GIF file in any server, as long as it is below 1 MB in size.

Here's a test page.

Now, I'm not sure if the admins here would like to implement this, Indigo has shown some interest, but I think it would be very neat and useful for us. I'll also try to integrate it with the zoom feature soon, and I'm working on a few extra ideas (hotlinking to specific frames, etc.)

Either way, it should be possible to use it as a GreaseMonkey/UserJS script to whoever is interested.

Also, notice there are still some minor bugs in processing the frames (Fool's dog disappears for a few frames, I'm still trying to figure that out).

Suggestions are welcomed!

(Whoops! I posted this under "pixel art" instead of "general discussion". :-[ Someone please move it.)

12
General Discussion / Re: No actually that wasn't handled well at all
« on: April 05, 2010, 03:28:26 am »
1up actually explained what pixel art is all about to him, and Mr. Hamburger there actually outright rejected the whole idea (and even ridiculed it a bit). All he wanted were hints on faking pixel art with easier method. So I'm not sure if we would really feel good helping him on that.

Either way, given his attitude, we're probably better off without him around.

13
Pixel Art / Re: Toe Socks (first pixel art, C&C welcome)
« on: April 05, 2010, 02:00:28 am »
Well, this website is subtitled "WAY OF THE PIXEL". We're very keen on discussing the WAY you do pixel art. To us, it is a method, it is an art form on itself. You're trying to cheat a pixelated effect and you seem to have no interested in the methods we use to create that effect. I'm not really sure what we can do to help you. And even if we did, we would probably feel too dirty.

14
General Discussion / Re: Too ambitious?
« on: April 02, 2010, 08:58:17 pm »
Well, the really old arcade games like Pong are better if you're completely new to programming anything. It'll teach you basic display, motion, user input, colisions, etc., and shouldn't take more than a couple of hours to get right. If the guy already knows that kind of thing there's no reason to go that basic.

But Pong has little in common with that example you gave, since both game mechanics don't overlap, so it's not quite what I'm suggesting. In your example, if instead the guy creates a little block-based platform game engine to experiment with maps, collision detection, basic physics, etc., and if he works with a simpler character and tileset at first, he'll learn and use useful bits of these skills faster. In fact, I already suggested him to skip the base engine and use one of the existing ones, so he gets to the juicy parts faster. This all helps on keeping the developer reassured that he's being productive and evolving his skills.

Of course, there's nothing stopping him in attempting something closer to the desired quality of the ultimate project, but I believe that pouring all his effort into making the perfect sprites and tilesets, or the perfect engine at first attempt seems like a bad idea. I'm just saying  it's good to keep in mind the idea that what you are creating may not be the final thing yet, and it will probably suck. Making these little, self-contained experiments are just a good way to perfect those individual skills you'll need without the rest of the context to get in the way, and without that feeling that you failed at the entire thing. It's a method to build up confidence. Eventually, with all the experience acquired, he should be so comfortable with the entire process and the individual parts that all these skills will converge into a single thing.

"I'll create a framework that works as a reusable engine" is a sentence that 99.9999% of the time equals: "Here's a game I'll never finish, in fact, I won't even reach a playable demo of any kind".

Oh, and this is absolutely true.  :y:

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General Discussion / Re: Too ambitious?
« on: April 02, 2010, 07:49:51 pm »
Hard work is not a good way to live your life. Perseverence versus having fun while learning.
Let him make some mistakes. A child needs to fall and bump his head for motor skills. Programmers and artists need to get it wrong first, to get it right later.

Sorry, Gil, but I didn't meant it like that. I meant "hard work" in the sense of dedication, not suffering or doing things against one's will. To me, it's completely pointless to put effort on things you don't want to do - it's a waste of your life, literally. If you're unhappy doing something or if you are pursuing things you don't want to do, then the problem is much deeper than what we're discussing here.

I completely agree with you that we should try to have fun and do what we're passionate about. All I'm saying it's important to understand you're not going to achieve great things unless you go through a process, and this process may take a while and may seem difficult. It's up to you to make that process interesting and fun, and there are certainly some ways to make it easier.

The suggestions I gave seem sensible enough in this sense, and he'll still get things wrong and learn by breaking his project into smaller experiments. Again, the trick here is finding a way to make the practice interesting, fun and still relevant to the ultimate goal. It works for me, at least.

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General Discussion / Re: Too ambitious?
« on: April 02, 2010, 03:12:46 pm »
The way I see it, learning the basics doesn't have to be dull or boring. Unless his idea is completely revolutionary, he most likely can break apart certain elements of his big project into smaller mini-games with known mechanics, where he'll learn how to do all the necessary things separately, which might be faster and easier to get the hang of initially. Hit detection, animation, sprite and tile management, game logic, basic AI, states, interfaces, counters, timers, etc. He doesn't have to complete one of these clone games entirely, mind you. I'm just talking about identifying the basic game mechanics in his big project and converting them into their own little study project. The arcade game suggestion works because I see that a lot of the old arcade games have their entire gameplay based on a simple game mechanic, so they're a good subject for study.

The big project will involve all these elements working together at once, but if he doesn't know how to do each one of this things well enough he might feel a bit lost, and the project will feel bigger and harder than it actually is. I'm not saying it won't be a learning experience, it most certainly will, but breaking apart the basics and studying them separately, in something practical you can fool around with, seems to be a more effective strategy for learning new sets of skills.

An analogue would be trying to learn an advanced piano piece, both hands at once, without even knowing the basic fingering technique or without having mastered hand independence. That would just be frustrating and disappointing, and might do more immediate damage to your spirit and excitement than starting with something smaller.

An upshot I see with all of this is that you can mature the idea even more while you study the basic elements, and it will probably help you polish it even more since you'll be getting some first hand practical experience with each element now.

But I admit, the entire process could make you lose your drive, but that really depends on how you respond to this kind of thing. I still think it's a better strategy, it's just up to you to make it interesting and still relevant. Just remember: you can usually accomplish most things if you just work hard enough, long enough. It's really much more a matter of willpower than method, since you can always change your methods, but you'll always need to be motivated to go with them.

Either way, good luck! :)

17
Pixel Art / Re: The Adventures of Blade and RasputinXX2
« on: April 01, 2010, 10:14:56 pm »
Man, that Vortex Queen gave me nightmares when I was a kid.

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General Discussion / Re: Too ambitious?
« on: April 01, 2010, 10:12:57 pm »
Quote
Unfortunately, I don't think I can work on another project - I've planned out this game practically head to toe

This is why I recommend you to start with cloning some existing games. It's a good learning experience and you don't need to plan much, the mechanics and gameplay are already well known.

Mathias is right, if you start with a huge project you're probably going to fail, so don't waste the good project now.

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General Discussion / Re: Too ambitious?
« on: April 01, 2010, 11:27:03 am »
Anxiety to get better at doing things is nonsensical. The whole point of learning a new skill is, well, learning it. You're basically saying "I suck now, so why ever learn anything?". Be careful with self-fulfilling prophecies and just dig right into it.

What you should do is avoid thinking you're only going to create anything worthwhile if you are amazing at it. Don't be afraid to start small and do sucky things. Start fooling around with ActionScript now, along with some simpler pixel art. Try making some easy games (cloning some old arcade games is a good start), so you get used to the basics of game development in that platform.

There are a couple of great pixel-based game engines for Flash around (Flixel and FlashPunk) that will help you get things started. Using existing tools to help you is perfectly OK, and it can be a great form of motivation to see your pixel art in motion, however simple they are.

Most importantly, don't worry about becoming a great pixel art or programmer. You just need to focus on being a better one, and you'll inevitably improve. And don't compare your learning curve with others, because it's not really fair and might give you the wrong impression about your development. The thing is, you can't really judge if it's all worth the while unless you give it a try, so just try.

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Pixel Art / Re: [WIP] Sprites for my game Cerebrum Zero
« on: March 31, 2010, 09:21:53 am »
You should reupload the images. They are resampled, the pixels are all blurry.

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