Eniko
Raving Python fangirl
Oh my god an update!? Starting to work on this again and today I slapped together a walk cycle:
Crits?
Crits?
GizmoTheGreen said:bigsister save me!
sounds cool!
the sprite looks cool, the sword need more gradients though...
God Ginrai said:GizmoTheGreen said:bigsister save me!
sounds cool!
the sprite looks cool, the sword need more gradients though...
If she gave more gradient to the sword, it wouldn't look right. Look at the gradients in the rest of the image. If she gave the sword a gradient, it would have a finer gradient than the rest of the sprite. Then, she would have to edit all of the sprites to give them all a finer gradient.
-God Ginrai
SomeGuy99 said:Just wanted to say that I prefer enemies that are at least slightly challenging. My favourite sidescroller has to be Streets of Rage, just because of how well the enemies (seem to) anticipate and dodge your moves.
Nice art anyway. B)
Well I was playing Left 4 Dead a lot when I started working on the sprites and Francis is my favourite character... Maybe that'll be the enemy name. Francis.MooseCantTalk said:Haha does anyone else think the guy looks just like Francis from Left 4 Dead? Haha but anyway love the sprites, they are awesome.
+1 for retro-raster sky gradients. Me likes! Buildings need more detail and maybe a fit into "rule of 8" but I already see it (parallax)scrolling.Eniko said:Moar art? Moar art.
Need to tile up a few buildings and then I think I'm ready to start programming.
fusion_power said:+1 for retro-raster sky gradients. Me likes! Buildings need more detail and maybe a fit into "rule of 8" but I already see it (parallax)scrolling.
It is not my rule and I doubt I mentioned this before, so why do you call it Fetish? I can write my opinion here like every other person. I just give some tips to deal more easy with Pixel graphic because from my own experience, you will not end with no-fitting graphics when the tile-size fits into the screen size without compromises.foxblock said:What is it with you and your "rule of eight" fetish, seriously?
Not everything has to be a multiple of 8 in dimensions you know, that does not always look best... (additionally it's not really matter of speed anymore nowadays)
I am not a huge fan of the retro-graphic-style, but this is a very well made one, which even I like The foreground looks pretty detailed (although there probably are only 4 different blocks) and especially nice!
It's a bit too grey-ish now imo, but that probably fits good into your settings (also I suppose not every level looks like that).
Also: Another "Yay" for L4D Francis
I certainly hope for some fast action and bloody kills Keep it up!
foxblock out
not meaning to argue or anything, but even software blitters care about things like cache-line sizes, and those come in, well, you guessed it..Eniko said:Right now I'm looking at 20x20 tiles. Since when does power of 2 dimensions apply to software blitting, exactly? Did I miss a memo?
fusion_power said:It is not my rule and I doubt I mentioned this before, so why do you call it Fetish? I can write my opinion here like every other person. I just give some tips to deal more easy with Pixel graphic because from my own experience, you will not end with no-fitting graphics when the tile-size fits into the screen size without compromises.
And you don't even notice, if a graphic fits into the "rule of 8", it is just a invisible grid where some elements fit, mainly during drawings. Do you really SEE, that this foreground here fits (mostly) in the rule of 8? :lol:
I subsequently took advantage of my custom texture format to record the amount of blank space at the edge of each texture. Since the GE takes time to process each pixel of a texture even if it's transparent, the wide transparent borders used in some of Aquaria's textures to ensure power-of-two texture sizes slowed the frame rate down noticeably. I added code to my texture converter to detect such blank borders and record their sizes in the texture files, then modified the core renderer to make use of those values when assigning vertex coordinates.