fusion_power said:Rainy Day has really nice graphics, I love this Style, want to see an entire Game of this.
The Demo is actualy only a VERY short teaser but the graphics Artist knows what he's doing, very impressive. But the splash screens should vanish faster, intro is longer than the Demo. XD
Haven't experienced that... I am on HF5, pretty near the router. Maybe you went out of range?WizardStan said:- Shootet is great, but suffers from the "Super Geometry Dust" bug : it makes the WiFi crash
Schnatterplatsch said:Skylark should definitly do something about it's size. Zipped it's around 20MB, but unpacked nearly 200. Maybe use compressed images? I am not so sure whether I should rate this game here even though it's well donw...
Schnatterplatsch said:it's a commercial's demo still, and I have the feeling that the game that wins here should be free...
How did you guys made these Graphics? Free hand or using real stuff and "pixelate" it? I already have trouble to make good looking Pixel bricks with Photoshop, I never could do these clean Graphics of Rainy Day, there seems to be every Pixel at the right spot and the colours match perfectly. ^^ I guess I had to render this stuff in 3D first, to get it somehow acceptable. Are these 256 Colour images for each graphic or 16bit or more? The game runs great onto the Pandora so I guess it would make not an difference if the game uses High Colour Graphics instead of 8-Bit Textures.Dragons_Slayer said:Thanks for the feedback on Rainy Day The intro will be shorter in the final game (as the 2 riotDigtal screens will be gone) + I'll make the screens skipable.
@Blackcurtain: I know it's short, I also never called it a game or a demo because I know it isn't one yet (I have always called it a preview). We're working on the final game now I don't know when it'll be released but I can already tell it will be free (and open source in the end)
Oh, this could explain why the game feelt so strange onto the Pandora. I havn't tested it onto the PC but I will do, I hope it supports Joysticks, my SF4 Tournament Arcade Stick could be great for this Game. For a 2D game it indeed runs slow onto the Pandora, I really thought our Handheld has more Power, games with such Graphics are actualy onto way more weaker machines fast enough, maybe it uses transparency Effects or alot of SFX stuff that makes it so slow.Schnatterplatsch said:I was kinda shocked about Prometheon. Even with these walls of texts it was playing nicly on the PC and seemed like very professional done. But then on the pandora, even at 8000Mhz, it ran way to slow. It's one thing to impress PC gamers with great shadows and lightning, but isn't this a handheldcompo after all? I haven't tried it on the WiZ, I hope it runs better there...
You could convert every single Graphic to 256 colour PNGs, shouldn't make any difference if you use Photoshops Indexing colours Option. I use the "PNG_OUT" Plugin of IrfanView to make the PNG files even smaller, takes a while but this tool optimizes PNGs so that a 70kb file is reduced to 50kb without visible quality loss for example. Not even saving gfx with Photoshop can keep up with this.BlackCurtain said:There are unused graphics in the demo that I forgot to remove, thus increasing the file size. The size will be fixed.
fusion_power said:How did you guys made these Graphics? Free hand or using real stuff and "pixelate" it? I already have trouble to make good looking Pixel bricks with Photoshop, I never could do these clean Graphics of Rainy Day, there seems to be every Pixel at the right spot and the colours match perfectly. ^^ I guess I had to render this stuff in 3D first, to get it somehow acceptable. Are these 256 Colour images for each graphic or 16bit or more? The game runs great onto the Pandora so I guess it would make not an difference if the game uses High Colour Graphics instead of 8-Bit Textures.Dragons_Slayer said:Thanks for the feedback on Rainy Day The intro will be shorter in the final game (as the 2 riotDigtal screens will be gone) + I'll make the screens skipable.
@Blackcurtain: I know it's short, I also never called it a game or a demo because I know it isn't one yet (I have always called it a preview). We're working on the final game now I don't know when it'll be released but I can already tell it will be free (and open source in the end)
I still wonder if the colour depth of game graphics has an effect to the Speed onto the Pandora so I just ask.
There are unused graphics in the demo that I forgot to remove, thus increasing the file size. The size will be fixed.
We've worked equally hard as the rest of the competitiors on our entry, so why shouldn't it be allowed to win?
Oh, this could explain why the game feelt so strange onto the Pandora. I havn't tested it onto the PC but I will do, I hope it supports Joysticks, my SF4 Tournament Arcade Stick could be great for this Game. For a 2D game it indeed runs slow onto the Pandora, I really thought our Handheld has more Power, games with such Graphics are actualy onto way more weaker machines fast enough, maybe it uses transparency Effects or alot of SFX stuff that makes it so slow.
I wonder if XBOX360 Gamepads/Joysticks are somehowdifferent there, because Prometheon actualy support Joysticks...
+1PokeParadox said:I have quickly played each entry I have access to do so and there really is some quality homebrew in this compo!
And the Graphics look way more colourful than you would guess by an indexed image, very impressive.Dragons_Slayer said:I don't know exactly how Archibald does it but I think it's a mix of using photos and editing + painting on top of them (He really is good at digital painting ) All images have indexed colors (done in photoshop) to make the file size smaller it doesn't really affect the speed of the game.
I tested it onto the Pandora with 4:3 unstretched, I forgot to tell. So this can't be the speed issue. Does Prometheon uses any Hardware Acceleration the Pandora offers?Imerion said:Hi everyone! Thanks for the feedback on Prometheon!
Sorry about the game running slow. Thing is, I don't have a Pandora so I got some help to make a Pandora version. I did optimize some stuff, such as switching from 30 fps to 24 fps on the Pandora and reducing the amount of particle effects, but perhaps it wasn't enough. There are two ways to make it run faster though: One is, as mentioned, overclocking. As default, it runs on standard speed, so perhaps a faster cpu clock would make it work better. The other is to not use the scale option. In the options menu you can choose to run the game in original 640x480 resolution or stretch it to the Pandora-native 800x480. But doing that really slows the speed down by a lot. So please try it again without that option if you used it.
strange, it doesn't work with my Arcade Stick and the Stick works in MAME and other programs without problems. Prometheon only recognizes the buttons but not the 4-Way-Stick. :unsure:Imerion said:Those should work! I have only tried with a few different gamepads and there is for the moment no option to change which buttons are used. So all gamepads and joysticks might not work. But 360-controllers have been confirmed to work fine.
fusion_power said:How did you guys made these Graphics? Free hand or using real stuff and "pixelate" it? I already have trouble to make good looking Pixel bricks with Photoshop, I never could do these clean Graphics of Rainy Day, there seems to be every Pixel at the right spot and the colours match perfectly. ^^ I guess I had to render this stuff in 3D first, to get it somehow acceptable. Are these 256 Colour images for each graphic or 16bit or more? The game runs great onto the Pandora so I guess it would make not an difference if the game uses High Colour Graphics instead of 8-Bit Textures.Dragons_Slayer said:Thanks for the feedback on Rainy Day The intro will be shorter in the final game (as the 2 riotDigtal screens will be gone) + I'll make the screens skipable.
@Blackcurtain: I know it's short, I also never called it a game or a demo because I know it isn't one yet (I have always called it a preview). We're working on the final game now I don't know when it'll be released but I can already tell it will be free (and open source in the end)
I still wonder if the colour depth of game graphics has an effect to the Speed onto the Pandora so I just ask.
I tested it onto the Pandora with 4:3 unstretched, I forgot to tell. So this can't be the speed issue. Does Prometheon uses any Hardware Acceleration the Pandora offers?
I noticed the game uses indexed graphics and they are small, so this can't be a Performance bottleneck. Very interesting by the way that you store an entire Level as an complete image (per layer), the levels are not "tiled" with defining the Level layout per level dat file or something like this. I've never seen this technique before but it seems to work great.
strange, it doesn't work with my Arcade Stick and the Stick works in MAME and other programs without problems. Prometheon only recognizes the buttons but not the 4-Way-Stick.