Search found 113 matches
- 05 Sep 2008, 05:27
- Forum: Graphics Development
- Topic: [WIP] Iconset Refresh
- Replies: 13
- Views: 3291
Re: [WIP] Iconset Refresh
/me agrees with i.
- 31 Jul 2008, 22:53
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57154
Re: New playerset's frames and animation
One less preparation frame should do it. More input on how the actual slash should go? (I think we should over extend the attacks) we are getting a little too caught up in what is physically possible. YES. I strongly second this. Take the following as an example to mine for ideas. A swing like this...
- 31 Jul 2008, 22:34
- Forum: Graphics Development
- Topic: [FND]forest tileset
- Replies: 395
- Views: 104801
Re: forest tileset
:D That water looks really nice. :? I've poked at making pillars/trees "fade into nothingness" as well, but I'm a little mixed about it. I don't think it really solves the issues with them being tall objects that obstruct things. The idea solution would be some sort of "make stuff par...
- 31 Jul 2008, 22:26
- Forum: Graphics Development
- Topic: A Heart Gold Ruby Necklace
- Replies: 49
- Views: 12163
Re: A Heart Gold Ruby Necklace
The other huge issue is distribution of work. I submit that a game like this needs to achieve a certain threshold of items, or it feels unfinished. It needs something in the neighborhood of 7-14 or so items in each category, each of them distinct. If you make more categories to fill, it takes more w...
- 24 Jul 2008, 02:25
- Forum: Graphics Development
- Topic: A Heart Gold Ruby Necklace
- Replies: 49
- Views: 12163
Re: A Heart Gold Ruby Necklace
There are no technical difficulties against making it visible If it will be invisible then I am against implementing it, since its invisibility will give unfair advantage later on. Also I heard Elven and Bjorn telling they don't want invisible items in game. Regards. As unthinkable as I know it mig...
- 24 Jun 2008, 00:06
- Forum: Graphics Development
- Topic: A Heart Gold Ruby Necklace
- Replies: 49
- Views: 12163
Re: A Heart Gold Ruby Necklace
Here is your version of my necklace. I think I should of made the heart smaller... :( amulet-heart.png Any amulet is too small to be shown on the playerset. Amulets, just like jewelry in Seiken Densetsu 3, should only appear in the inventory UI. So don't even try - there aren't enough pixels to dra...
- 23 Jun 2008, 07:48
- Forum: Graphics Development
- Topic: A Heart Gold Ruby Necklace
- Replies: 49
- Views: 12163
Re: A Heart Gold Ruby Necklace
:| *sigh* Here's how it's done, kids: (Hint - caustics and refraction are what make pixelled glass or crystals look like what they are. They'll generally concentrate a weaker mote of light in the opposite corner of the primary specular highlight. Whether it's 'technically' correct for the lighting s...
- 25 May 2008, 05:50
- Forum: Graphics Development
- Topic: [WIP] Iconset Refresh
- Replies: 13
- Views: 3291
Re: Iconset Refresh
*hands i a cookie*
- 03 May 2008, 21:47
- Forum: TMW Classic
- Topic: Desert complete revision conceptualization
- Replies: 57
- Views: 13416
Re: Desert complete revision conceptualization
Collaboration, kids.. I know you're trying to put your own magical stamp on things, but seriously - no one Duck cares. In the classic words of Tyler Durden: You are not special. You are not a unique little snowflake. Only when you let go of all that baggage, are you truly free. Wow, who's the inten...
- 01 May 2008, 06:26
- Forum: TMW Classic
- Topic: Desert complete revision conceptualization
- Replies: 57
- Views: 13416
Re: Desert complete revision conceptualization
A bit off topic here, but I noticed he was featured on the front page of Pixel Joint . The interview is pretty insightful. Anyone still in contact with him, think we could enlist his help again? :P Unlikely - he's currently working on a TBS tactical (likely for-pay) called "Partisan". Bac...
- 01 May 2008, 05:59
- Forum: TMW Classic
- Topic: I also got bored
- Replies: 8
- Views: 2438
Re: I also got bored
Any issues notwithstanding, it -does- look cool.
- 29 Apr 2008, 03:19
- Forum: Graphics Development
- Topic: [WIP] Bitan
- Replies: 64
- Views: 17067
Re: Bitan
A monster as big as this is going to be extremely difficult to animate well. I would honestly suggest doing what most SNES games (including both SoM2 and SD3) did for "large creatures" like this, and break it into several subsprites which are procedurally animated together. This of course ...
- 29 Apr 2008, 02:50
- Forum: TMW Classic
- Topic: How do you do pixil art?!
- Replies: 24
- Views: 5068
Re: How do you do pixil art?!
What would an accurate tail swish animation look like for a nekomimi (werecat)? Art lesson: "Oh noes, I need to animate a certain thing and I have no idea how it actually moves!" Well, you need to look at it. "But nekomimi aren't real - I can't look at one." Look at a plain old ...
- 29 Apr 2008, 02:39
- Forum: TMW Classic
- Topic: Squaresoft is lazy!!!
- Replies: 13
- Views: 3039
Re: Squaresoft is lazy!!!
The main reason for squaresoft reusing tiles like that was size limitation of the ROM modules. So they used palette swapping a lot. But it is really surprising how well it works. And the fact that it actually takes a lot of time to produce tiles like that. There's no point wasting weeks to churn ou...
- 29 Apr 2008, 02:34
- Forum: TMW Classic
- Topic: Monster maybe?
- Replies: 19
- Views: 4461
Re: Monster maybe?
I see no point in this animation since it's based on copyrighted material. Inspired by, but not derived from in any way. He didn't trace over it, he didn't borrow parts from it; he was merely inspired by it. It's not any more of a breach of copyright than this game being inspired by Secret of Mana.