Search found 113 matches

by Jetryl
05 Sep 2008, 05:27
Forum: Graphics Development
Topic: [WIP] Iconset Refresh
Replies: 13
Views: 3291

Re: [WIP] Iconset Refresh

/me agrees with i.
by Jetryl
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...
by Jetryl
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...
by Jetryl
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...
by Jetryl
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...
by Jetryl
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...
by Jetryl
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...
by Jetryl
25 May 2008, 05:50
Forum: Graphics Development
Topic: [WIP] Iconset Refresh
Replies: 13
Views: 3291

Re: Iconset Refresh

*hands i a cookie*
by Jetryl
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...
by Jetryl
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...
by Jetryl
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. :)
by Jetryl
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 ...
by Jetryl
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 ...
by Jetryl
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...
by Jetryl
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.