bclikesyou's Forum Posts

  • You have to manage changing 3 parameters. Jump Strength, Gravity and Max fall Speed.

    If you already done your work and want to change them to match the same platform but want to slow down the jump, you can use math to calculate you new speeds.

    For example, If you already have these parameters as following:

    Jump strength = 650

    Gravity = 1500

    Max fall Speed = 1000

    And want to slow the jump into half of the original speed, you can re-calculate them as following:

    Jump speed = 650/2 = 630

    Gravity = 1500/(2^2) = 375

    Max fall Speed = 1000/2 =500

    If you want to reduce into the quarter of the original speed. It will be as following:

    Jump speed = 650/4 = 162.5

    Gravity = 1500/(4^2) = 93.75

    Max fall Speed = 1000/3 =250

    Hope this will help you.

    Thanks for the help! But either I'm not understanding this correctly or are your maths off?

    Because for 650/2, I'm getting 325.

  • I want my jumps and falls to feel a bit "floaty" without affecting my jump height. Which attributes in the Platform behavior should I mess with?

    My levels are all laid out and I'd hate to go back and fix a ton of jumps. Making a basic platformer.

    I'm asking because I'm at work and not in front of C2 right now.

  • I'm going to reference this tutorial in regards to your OSX issue.

    Export your nw.js folder. Don't do anything to the files. Network your pc and mac machines together. On your mac, copy the files from the PC to the mac. This should allow you to run your program. I recently exported my game, zipped the OSX folders, uploaded them to google drive and then downloaded them on my mac. Game wouldn't run. Got to do it the other way.

    In regards to nw_elf.dll missing, I have no suggestions other than reinstalling nw.js.

  • Sneak peek of that title music! All written on a GameBoy in LSDJ.

    Demo will drop in a week! Feeling good

  • The A Small Robot Story demo will be released on Monday, November 23rd. Almost there!

  • Nicotine Thanks! Dim is shapely up nicely too

  • I've been writing chiptune music via LSDJ for about 5 years now. Definitely going that direction.

    You can hear examples of that music on my bandcamp page.

  • Dialogue portraits are done! This pretty much wraps up main art assets. Got to tidy up a few things and it's on to music.

  • Spent last night finishing up boss art while a Ecco the Dolphin: Defender of the Future longplay played in the background. Art is done for the most part. Have to add some polish but I'll be starting music this week.

  • Remember not to waste your memory

    Are you using tilemaps? What size are your images?

  • Drill bot charges when you get too close!

  • Video!

    Haywire bot coming through + updated player art.

  • SentrytheDefiant No prob! Pyxel Edit is my go-to for all my animations and small sprites. If it had a type feature, I wouldn't use Photoshop at all for pixel art.

    If you need any tips/help with Pyxel Edit, let me know!

  • Hey, I have a critique for you based on what I can see of the game. Take it for what it is (my opinion), and do with it as you see fit

    Currently, I like the art a fair bit. And by that, I mean I think the art is charming, coherent, and serviceable. Pixel art, as a medium, is always a great choice when making games like these. It is easy to produce, and if experienced, fast to make. However, it does provide certain constraints, and in a lot of cases its best to follow these.

    Based on the game tile art, your game apears to have a specific resolution that your art sticks to, but the title screen does not stick to this resolution. It has pixels that are smaller than the pixels in the tilemap. This is a way, makes me as the player ask, why the heck is the title screen in resolution A but the game in resolution B? When you create a pixel art game, part of it looking good comes down to style and skill, but another part of it comes down to consistency. Its like you are creating a world but when you break the rules of your world the player becomes less immersed in that world because it is no longer as believable. Does this make sense? In general, I believe pixel art should never have sub pixels unless it consistently has sub pixels in points of interests everywhere. In other words, if you break a "rule" break it in a way that makes sense in some form or fashion. Don't just break it arbitrarily at one point just because.

    The title won't look better just because it is higher resolution. So in its case I would stick to a lower resolution. I would, also not draw it then morph the image, unless done carefully. Currently the title looks like something drawn in ms paint, rather than carefully pixel plotted. Now don't get me wrong, I am not saying it looks bad. It just looks different and is not consistent with the game. Because the title is one of the first things your player will look at, you need it to be a part of your game.

    Does this all make sense. I don't mean to sound nit picky or anything, It is just an observation on my part. And it isn't something I would worry about until other higher priority tasks are complete, just something to keep in mind.

    Oh snap I just saw this. Don't know how I missed it!

    And you're spot on! When I first started this game, a buddy was helping me. He did that title screen and the level tiles. He made the title in Photoshop and used "perspective" skewing to get that look. It definitely skewed the consistency of the pixels. And the different color of the title has always messed with me. It's definitely something I can edit.

    Thanks for pointing it out! Consistency is something I definitely strive for.

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  • This tutorial helped me immensely.

    Here is what I ended up doing:

    • Drew out (on paper) basic path.
    • Drew out (on paper) detailed level design (including where power-ups, obstacles would be). Check my dev log. I uploaded pics of my sketches.
    • Laid out basic solid shapes to create path. Ran game and tested to make sure jumps, collisions, etc. all worked. Did a test export.
    • Added enemies, power-ups, obstacles and ran through level again. Did a test export.
    • Added tile art, parallax layers, any other art. Ran through game. Did a test export.