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Messages - Blob

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Resolved Questions / Re: Are there any easter eggs in Stencyl?
« on: March 31, 2011, 09:22:05 am »
Cut the yolks guys, you're turning this thread rotten. Jon isn't going to shell out and tell everyone if there will be easter eggs, that'd scramble the surprise. I'll be hardboiled if I can even imagine how one would put an easter egg in Stencyl.

~ Blob

Chit-Chat / Re: Random Chat Thread
« on: March 30, 2011, 12:32:12 pm »
Holy crap!

I just discovered Effects in GraphicsGale. 

Won't do everything for me, but it'll make certain things a hell of a lot easier for me.  Like making a believable grass tile.
Me discovering effects in GraphicsGale lead to me making the blurriest RPG tileset ever. I was under the mindset that the blurrier it was the more realistic it was, don't make the same mistake.

~ Blob

EDIT: also, nice to see you again, Chess.

Windows / Mac / Flash / HTML5 / Re: A fighting game
« on: March 29, 2011, 05:27:13 pm »
This post gave up.

~ Blob

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer
« on: March 29, 2011, 03:31:33 pm »
That's nothing, KFF. I've managed to get different one in which game not freezes, but new Rocketeer is spawned every few seconds and after a while you get army of 300 or more Rockeeters. Tough I don't know how to reproduce it.
Ah, that's another problem I was aware of way back, but I thought I had fixed that for the old demo. In any case, it's not a problem now as Super Rocketeer doesn't use the flag checkpoint system, which was the source of the problem.

~ Blob

EDIT: for those who haven't seen this cool little glitch:

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer
« on: March 29, 2011, 02:50:26 pm »
There is a fatal flaw in your demo: If you die while doing a rocket boost, the game freezes, and I get a negative ms value from Flash when determining FPS.
Yes, that's an old problem I've known about for some time, since then it's been fixed in the current build of Super Rocketeer thanks to some help from Alexin. Please know that the Rocketeer demo doesn't reflect Super Rocketeer's current state.

~ Blob

Windows / Mac / Flash / HTML5 / Re: An untitled 8-bit shooter.
« on: March 29, 2011, 01:08:09 pm »
Ah! ;___; I'm so new to all this.. Does anyone have a link to an article on graphic frame speed..Thingies.
Changing frame speed in Stencyl isn't hard at all. When you're editing this character's animations in Stencyl, you can set how quickly each specific frame is displayed. You should familiarize yourself with the basics of Stencyl while you're working on these graphics, that way you'll have more of an idea of what you're doing when you have made all the graphics.

Here's the Stencylpedia article on the actor interface if it helps.

~ Blob

Windows / Mac / Flash / HTML5 / Re: An untitled 8-bit shooter.
« on: March 29, 2011, 12:53:03 pm »
I added this, the stand pose and my shooting pose into a slow GIF to see how it would look. Opinions?
looks a little awkward there, but I'd bet if you tinkered with the frame speed in Stencylworks you could get it to look nice and smooth.

~ Blob

Windows / Mac / Flash / HTML5 / Re: An untitled 8-bit shooter.
« on: March 29, 2011, 12:33:11 pm »
I like the idea of using your original shooting sprite to transition into Hectate's modified version, that'd make it look more fluid.

The list of animations you have looks like it'd cover most action-platformer essentials.

Strasteo change your name to Stratus okay thanks.

~ Blob

Windows / Mac / Flash / HTML5 / Re: An untitled 8-bit shooter.
« on: March 29, 2011, 12:11:09 pm »
Yeah, it definitely fits in as an 8-bit character. Don't be afraid to move onto other graphics even if one isn't quite perfect to you yet.

~ Blob

Shared Resources / Re: Cutscene pack
« on: March 28, 2011, 07:38:38 am »
Good work, this would be wonderful to have further developed, and I'd imagine it'd help out a lot of people.

~ Blob

Windows / Mac / Flash / HTML5 / Super Rocketeer
« on: March 27, 2011, 07:55:53 pm »
Rocketeer did a good job attracting attention when the demo came out, getting good reception as well as being the first game in discussion of Irock Inquires. Since then I've made some talk of revamping it, and at this point I'm ready to share the early info of the new version of the game, Super Rocketeer, as I'd like to call it.

New art style

Screenshot 1
Screenshot 2

Gameplay Changes

While the core mechanics and plan for tight controls have stayed the same, the level design has been shifted to multiple smaller levels rather than long single levels per theme. This change is ultimately for the best as it allows me to put more attention to detail per segment, and prevents a level from dragging on too long, as well as lets me supply more overall gameplay.
Other than that, the whole scope of the game is planned to be bigger, and more varied.


This is the start of an ambitious title I'm working on, but one I'm more confident I can complete. I'll be keeping this thread up to date with more content that comes around in the future, such as screenshots, and a more polsihed demo than last time planned down the road. Feel free to give any comments, suggestions, or criticism you come up with along the way.

~ Blob

Game Art / Re: First stab at pixel art/main character for 8-bit game.
« on: March 27, 2011, 01:50:56 pm »
Oh, I didn't realize that was supposed to be a megabuster-like arm, I thought the grey was trying to shade it or something. Creatively thinking is the easiest part of game making, so if you do want an alternative to shooting, you ought to think of it yourself to keep your game personal.

~ Blob

Paid Work / Re: Sprite help - animation & improvement
« on: March 27, 2011, 01:21:32 pm »
I don't even think that thing can be animated well, it's too complex for its size and clutters the space around it. Sorry if that doesn't sound constructive but my hat goes off to anyone who'd bother to animate that thing.

~ Blob

EDIT: Darkhog has improved this to some degree.

Game Art / Re: First stab at pixel art/main character for 8-bit game.
« on: March 27, 2011, 11:41:28 am »
Edit: I don't know how to get it down to 3/5 colours!
Here's my attempt at a 5-color version if it helps.

(uses NES palette)

~ Blob

EDIT: and here's my attempt at a 3-color version.

(the blue could be any other color)

Game Art / Re: First stab at pixel art/main character for 8-bit game.
« on: March 27, 2011, 11:08:38 am »
I like to use the NES 8-bit palette.

Here's the Wikipedia page if you ever need to grab it again.

Sprites typically are limited to 3 colors and transparency only, though you'll notice some games (such as Megaman) manage to cheat around that and have up to 5 colors and transparency. Your sprite currently has 6 colors and transparency.

@Darkhog he just said he didn't use an 8-bit palette.

~ Blob

EDIT: Thanks Jon.

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