AuthorTopic: Dangerous Dave [NES]  (Read 8825 times)

Offline winged doom

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Dangerous Dave [NES]

on: May 17, 2014, 03:21:49 pm


12 NES colors, 3-4 colors per sprite, 4 frames for animations, except slow zombie, rocket launcher and triple powerup.




« Last Edit: May 17, 2014, 04:24:25 pm by winged doom »

Offline HarveyDentMustDie

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Re: Dangerous Dave [NES]

Reply #1 on: May 17, 2014, 03:41:06 pm
WOoOOOooOow.  :crazy: You shouldn't torture us like this, now I want to play it. Is this still just an edit or you have some demo?

Animations are great, even zombies have adorable face expressions. Use of negative space to represent destroyed city in clouds is very smart. :y: :y: :y:

EDIT: I forgot to ask, where did you animate this (put all those little animations into one)?
« Last Edit: May 17, 2014, 03:48:31 pm by HarveyDentMustDie »

Offline winged doom

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Re: Dangerous Dave [NES]

Reply #2 on: May 17, 2014, 03:52:34 pm
Thanks! c: Edit/mockup so far. And it depends on Aspic. If he finds it necessary, it will be in game.

EDIT: Everything is made in Photosop CS3.
« Last Edit: May 17, 2014, 03:54:36 pm by winged doom »

Offline HarveyDentMustDie

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Re: Dangerous Dave [NES]

Reply #3 on: May 17, 2014, 04:20:07 pm
How did you made all that synchronized, there must be a lot of frames and layers. Did you animate it frame by frame? ???

Offline winged doom

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Re: Dangerous Dave [NES]

Reply #4 on: May 17, 2014, 04:56:48 pm
Yeah, pretty much layers ;D Have some tricks for dealing with such animations, but of course it's uncomfortable. I must learn to make it with more suitable software, GameMaker maybe  :D
I break the animation into several pieces and work with each piece in a separate file. Then put it all together.

Yes, frame by frame  :( Except this one piece:



In this case I used "tween" tool between two frames, to make scrolling background for gif from thread start post.

Offline Seiseki

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Re: Dangerous Dave [NES]

Reply #5 on: May 17, 2014, 08:18:44 pm
I've seen this on Tigs! Looks awesome!
But I've always wanted to see what the building silhouettes would look like if they weren't the same color as the sky.
The idea of them only being visible against the clouds, is interesting, but I think it looks confusing in practice..

Offline HarveyDentMustDie

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Re: Dangerous Dave [NES]

Reply #6 on: May 17, 2014, 10:37:58 pm
Too bad, I wanted to believe that you find some painless way to connect already created animations. :( Anyway contact Aspic, I would really like to play this, as well as most of the guys here, I'm sure. :)

Offline PixelPiledriver

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Re: Dangerous Dave [NES]

Reply #7 on: May 17, 2014, 11:11:43 pm
Quote
Too bad, I wanted to believe that you find some painless way to connect already created animations.
Try Flash.
Use 'Graphics' not 'Movie Clips'.
It lets you see all objects animate together while scrubbing.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline HarveyDentMustDie

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Re: Dangerous Dave [NES]

Reply #8 on: May 17, 2014, 11:32:16 pm
@PixelPiledriver Good idea, worth to try. :)

@winged doom Sorry that I lead discussion away from topic.  :-[

Offline winged doom

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Re: Dangerous Dave [NES]

Reply #9 on: May 19, 2014, 06:30:28 am
The idea of them only being visible against the clouds, is interesting, but I think it looks confusing in practice..

Don't forget that this is game graphics. ;) It is just background and visual accent on this will distract player from main game area and objects.

Too bad, I wanted to believe that you find some painless way to connect already created animations. :( Anyway contact Aspic, I would really like to play this, as well as most of the guys here, I'm sure. :)
Yeah, I was contacted him. And we gonna make it!  ;)


UPD (21.05) - tried to fix blood splash point:



« Last Edit: May 21, 2014, 02:05:52 pm by winged doom »