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Messages - PixelPiledriver
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General Discussion / Re: Sprites made in Photoshop issue
« on: August 15, 2010, 12:36:13 am »

Un-check the box in the properties panel thats marked anti-alias. Each selection tool saves their own set of options so if you use more than one selection type you will need to un-check the box for each one.

You should at least try a few different programs:

Photoshop is an awesome program. But I prefer Graphics Gale for pixel work. Play around and figure out what you like. :)

Pixel Art / Re: Ezio - Animating Issue
« on: August 08, 2010, 01:27:12 am »
animation! Let me start by saying this sprite looks cool. very nice. His size and variety of color areas make him a bit of work to animate. Not saying he needs to be simplified. But realize the more you stuff in little areas the more time consuming he will be to work with, without it looking too flat or boiling.

First thing to do is break him into layers. It looks like you did this but I might have chosen different layers than you so check em out. shown in stacking order

Next I made a very small edit. I tried to keep exactly what you had and just work with it but I made 3 changes.
1. moved his front arm one pixel to the left. It seemed very close to his body and when I would animate back to it he would look a little crunched.
2. made his cape come all the way up. so you can see it between his arm and his body. this doesnt really help his form in any way and could be a mistake. but its what i decided to do.
3. used the light red on the cape to define his arm. a brighter red would have worked better but i didnt want to add any colors.

Now to animate. So youve got the right idea. this thing is so small that shifting his body one pixel makes a huge difference right? so what to do?
Mostly we are looking to animate in a way that shows volume. Even though hes just a little 2d guy if we hint at the fact that he lives in some sort of volumetric area it will look interesting. 

1.animate color- there are colors inside of a character that define props. they might not have lines, because they either ARE lines, areas, or dots. you can move these colors around to show volume.
2.animate lighting- there are colors that define lighting or texture. push around the balance of light and shadow to show volume. honestly this is the same thing as animating color. they are just colors.
3.animate volume- expand areas of color to show them deforming. this is like scaling. the color area keeps its position but its perimeter expands.
4.animate position- Move an entire obj of colors in a direction. this is what you had going on before. the smaller the character the more animating position changes things. 1 pix shift like you stated can appear to be a lot.

Mix the above 4 to show volume in animation. As you draw even though your character is a flat 2d sprite attempt to draw visual cues that show he exists within a 3d area like we are looking at him thru a camera.

The animation I did took a bit of time. about 1 1/2 hours in all. but the 1 1/2 hours wasnt spent purely on drawing "that". It took the process time, making decisions, trying different things, cleaning specific areas etc. In all honesty my animation has a lot of mistakes and could be improved greatly but it is heading in the direction that i wanted. Every step is a tool to get to the final product. be patient, try things out, make multiple versions and compare them. As an "animator" type of person I tend to use alot less detail than others, just so I can get to animation more quickly and have more room to push colors around:

But don't compromise your style. its totally animate-able. Just more expensive if you want it to look volumetric. Lastly, i think your animation is fine. If I played a game with this guy and he had the idle you gave him it wouldn't ruin the gameplay experience for me. Low production values get things done faster and sometimes thats really important. But if you want to do more, go for it! animation is super fun!

stupid question: does anyone know the proper syntax for posting a SWF here? was unable to get it to work.

Pixel Art / Re: [WIP][Newbie] Kid Chameleon Remake - Sprite Work
« on: August 06, 2010, 08:21:48 am »
Thats a weird problem with the HWA... dunno. keep trying.

Made an example for you:

This should cure all (or most) of your platform problems. 2 main things are used here.

1. PMO - It uses the Platform Movement Object which gives much better control and response that you expect of a platform game. Its a step up in complexity (not that high) but its worth the time to understand cause it will make your game much better. The basic platform movement can be very buggy as you have described

2. Collision Object - The collision of platform type characters is best represented as a separate obj for multiple reasons. I'll type up a list in my next post but i assume you have already experienced many of the reasons. use this for collision with backdrop obstacles. however you can and should do all the attack and damage collision based on the player obj.  I just paste the characters face on it so I can quickly distinguish it from other collision objects.

The code is all inside of the little blue guy so 'click' him, look in the 6th tab of properties and select 'behaviors', 'click' the '...' and then 'click' 'edit'. This will take you to the objects personal event editor. Here's a picture of how to get there:

Its kinda late here. I have a math test tommorow so I'm gonna bounce for now. I'll be back with a much more extensive post later. But for now mess around. Look through the code. Check out how it works.

And for anyone who doesn't have Fusion that wants to play around here is the EXE:

enjoy! :)

General Discussion / Re: Official Off-Topic Thread
« on: August 05, 2010, 04:27:43 am »
I'm decent with Fusion. Be a little more specific about "fluttering" or post a sample file or image and I'd be happy to help.  :)

Also try searching or posting on the ClickTeam forums:

Pixel Art / Re: [WIP][Newbie] Kid Chameleon Remake - Sprite Work
« on: August 04, 2010, 10:50:41 pm »
Cool. MMF2 is awesome. Heres a few tips:

- Download the HWA version - Hardware Accelerated. DirectX 9, more objects on screen, more loops, bigger images, higher frame rates, better compatibility on other computers, shaders (distortions,filters,colorization etc). get it here:
Also grab the very exellent shader packs by Looki and Sphax. Awesome stuff. Even if your game is very simple or you do not want to use shaders your game will at least benefit from the directX 9 and better compatibility.

-Set your game to 60 fps - the default is 50fps which can sometimes make it to seem like your game is lagging. Its not. 60 is good. looks nice.

- Program everything in one frame - avoid making too many frames too quickly. Create a base engine frame that you keep coming back to when you change stuff. If you make different code changes to an object across multiple frames it can get very time consuming pulling them all back together. Feel free to make more frames and design levels but go back to your main frame when you want to make code changes to an object and then copy it back to the frame you were working on. Clone your base engine frame every so often, especially if you are about to make a major change or re-write, so you can go back if needed. When your base engine frame is done clone it out and complete the game.

- Use behaviors - This lets you put code inside of each object. Click an object and look in the 6th tab of the properties panel. Add a new behavior and then click 'edit'. Add events. Now if you move the object to a new frame it will carry all of its code with it. It saves you from having to scroll thru all the code for every object in the main event editor stack. Keep in mind its cool to put events in the main event editor too but you will save a lot of confusion this way.

-Use Event Groups - in any event editor right click on an event number on the left. Go to 'insert' and click 'A Group of Events'. Name it, hit enter to create. Put some events inside. The cool thing is you can Double Click groups to unroll  and roll them back up. Many objects in your game will have a ton of events. this will let you find what your looking for quickly and save screen space.

- SWF is cool but more limited - If you decide to make it a SWF game you will only be able to use the basic object types. Loops will also kill your game so try not to use them. I had a really great engine going only to have it overload. Changing a SWF game into an EXE game is possible (but kind of a headache in some parts) but converting an EXE game to SWF is pretty much impossible. Too much code to redo. So decide before you start. 

- Theres (almost) always a way - if a bug is destroying your game theres almost always a way to fix it. Whether its just a mistake or simple hole that needs to be plugged there is an answer. Check your code again. Search the forums. Someone else has had the same problem at some point and there is probably already an answer.

-Use Graphics Gale - Its much better than the drawing and animation editor in MMF2. Don't get me wrong. The Fusion editor is really good but the features of GG are too good to pass up. Just Import PNG's without alpha and define the alpha color to the background color of your animation upon import. Objects without an alpha map have per pixel collision (yay!). Also the less objects you give an alpha map the smaller your file size will be. Feel free to give choice objects an alpha map but realize that the alpha areas will also cause collisions and you will give up the very cool per pixel collision for that object. However you can just use collision based on distance to fix that.

- Check the ClickTeam forums at least once a week- Just check the most recent posts of each section. You will almost always learn something or there will be a cool update to an object or example file. Or you can help someone else.

- Save backups! - just in case. I lost a decent game to a hard drive exploding. Random, but it happens.

- Ask me - I'm not a genius. And I've got a lot of stuff to do. But I have a decent amount of experience with MMF2: 
All programming done by me. All art done by my girlfriend.

Pick and choose as you will. These aren't laws. Just tips based on my own experiences. Theres a crap load of other things to consider but these came to mind most readily as things I didn't  know when I started and would have liked to know back then.

I assume you wanted art suggestions but these could also be helpful. I'll leave that to everyone else for now. Cool stuff. Make it happen. It's a really awesome program and more people should learn it.

Pixel Art / Re: Demake dump
« on: August 03, 2010, 08:23:09 pm »
hey junkboy! Cool stuff! Are you interested in animating any of these? If so I might be convinced to supply the game side just for fun. If not or youre busy its cool. I have plenty to do already.

Pixel Art / Re: [WIP] Toy Story 3 Scene
« on: August 03, 2010, 02:50:36 am »
Cute stuff. ;D
More colored line would help separate the different objects. You already have some in there but even colors very close to black can make a lot of difference. Light your lines (more than one color line with uneven color).
The color replace tool will make that really easy.
I recommend GraphicsGale. But if you prefer Photoshop go for it.


You can do much better than my edit but wanted to post something so i dont look lazy. cool stuff. move on and keep having fun.

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