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Messages - RosalinaGalaxer

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Journals / Re: AuroSword
« on: February 23, 2018, 02:04:54 pm »
I think it's also important to consider the background and which one works better against it.
Yeah, good point. I should probably make some rough drafts of the first area at some point soon.

wow! pretty neat.. lots of character out of such few pixels! i am also starting a top down game.. ill go with more snes pallet and pixel art.. if i can
Thanks! Even if this doesn't get anywhere, it's still cool to know I can inspire things in others with my crap.

Also, I gave her a little stripe/strap thing on her right leg to try and combat the leg issue:
Kewl, a second page...

Journals / Re: AuroSword
« on: February 19, 2018, 01:51:10 pm »
Whoops.  Fell off the map for a sec. Oh well.

I put together the left walking animation:

Now I'd like to know, does anyone like the up/down idles I posted (the second ones)? I don't like them because I can't get the arms right, but if people think it looks good, then by all means...

Also, I messed with the sizing in Paint, and out popped this new color scheme:
Should I keep using the fist color scheme, or go with this? I definitely like the sword in this one better.

Journals / Re: AuroSword
« on: January 18, 2018, 10:51:45 am »
Looking good :)
I would add a little movement between head and torso but again...looks vey nice!

Thanks! Are you saying to do something like squish her head down after the foot hits the ground?

Ask a Question / Re: Fullscreen
« on: January 15, 2018, 02:40:56 pm »
So 16:9 aspect ratios are the way to go?

Ask a Question / Fullscreen
« on: January 15, 2018, 11:00:17 am »

I've looked around the forums and found a whole bunch of people asking this question, but they never got a clear answer. What is a good resolution to use to fill the whole screen? The base 760x480 or whatever it is gives you sidebars, but how much bigger does one of those values need to get?


Journals / Re: AuroSword
« on: January 15, 2018, 10:56:29 am »
I have found that my walk animations often look better if I make the extreme frames a little longer; so the frame where the right leg is fully extended and the frame where the left leg is fully extended could be ~2x as long as the others.

Hmm, tried that, here's the result:

I don't see much difference, other than the fact that I ran the frames too fast.

Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: January 10, 2018, 02:44:53 pm »
You can duck in the air. Not sure if this is intentional.

Personally, I feel like the combat is kind of blasé. If you just mash X, you win. The game's just in the beginning stages though, so I'm not super worried about it yet.

Also, I certainly hope that's not the final background.

Journals / Re: AuroSword
« on: January 10, 2018, 02:36:08 pm »
Her sword seems to grow between the right and bottom images beyond what I would expect.

I made a little longer, not sure if it's long enough yet, though.

I also put together a walking animation from one of the tutorials that Crovaxus mentioned:

Journals / Re: AuroSword
« on: January 09, 2018, 02:11:05 pm »
Wow, that guy is really good. He doesn't really have a tutorial for what I'm looking for, but it'll definitely help with some other stuff. Thanks!

About the Open Game Art guy... I kind of want all the art to be original, that way it's just way easier to sell if I finish.

I also did some work on the character's face, but her torso/arms are killing me.

Journals / AuroSword
« on: January 09, 2018, 12:09:19 pm »

I've started doing a bit of art for this game. It's not exactly amazing, and I just can't figure how to polish the up and down sprites, but everything starts somewhere, right?

I work on everything alone, so part of the reason I'm starting this is for feedback from you guys. You guys are awesome. I tried putting these sprites on another pixel art forum, but nobody said anything. The community here is awesome, though.

The game is going to take a lot of inspiration from the top down Zelda games, but I'll probably let some other Nintendo games' influence leak in. I have a small amount of plotline, but it's kinda incoherent. The most solid thing I have so far is the fact that you play as a royal guard. Some monster revived from an age long ago has come to take over the kingdom. You are knocked out, and when you come back to, the king and queen are gone. While looking for them, you go through the introductory "dungeon" of sorts, which is the taken over castle. When you find the monster that took over the castle, you get into a fight, before it hits you hard enough to send you flying away. You wake up on the outskirts of a village, and the rest of the game ensues.

I don't have much to show for it, but I really want to make this, and I have a feeling that this journal will give me a little more incentive to keep working on it.

Thanks for reading!

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 09, 2018, 11:22:46 am »
Just a minor nitpick - it might be what you intended - but is it just me, or does the floor look a bit flat in that room? The mat really amplifies it as well.

Anyways, I've been meaning to say that this project is really cool. You're doing a really good job on it.

Ask a Question / Re: Smash Bros. Attack Problem
« on: January 08, 2018, 11:45:11 am »

I got it to work. I ended up overriding the anim manager for the ground attacks and the Super Jump Punch attack, and now everything works!


Nice avatar by the way. :)

Thanks. Also thanks for your help!

Ask a Question / Re: Smash Bros. Attack Problem
« on: December 28, 2017, 03:29:54 pm »
Let's give this another go.

Ask a Question / Re: Smash Bros. Attack Problem
« on: December 28, 2017, 03:23:38 pm »
I don't think I actually used the EasyMath extension, I'll deactivate it and re-send it.

Ask a Question / Re: Smash Bros. Attack Problem
« on: December 27, 2017, 12:18:24 pm »
You could check the scene name and adjust the code where necessary for different ground heights.

Yeah, didn't think of that. I could turn it into a number game attribute and have the scene itself set it.

Does the animation have enough time to run before hitting the ground?

I actually meant the ground animation. The aerial attacks work exactly as they should. (Apart from the fact that they somehow cancel the ground attacks.)

If you mean send the .STENCYL file or the code, yes, that would be a good idea.

Here ya go. "Test" is the default scene, and the only one that really works on a computer given the screen size. Controls are arrow keys to move, Z to jump/double jump, X for normal ground/aerial attack, C for special attack. Thanks for the help so far, btw.

I should also probably mention that the ground work fine until I use an attack in the air.

Woops, I meant ground attacks here, not just ground.

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