deadeye's Forum Posts

  • I didn't mean that you shouldn't use whatever software you want, or spend whatever money you want. My only point was that the most important ingredient to making a good game is effort. That's all.

  • Okay I made an editor. It can load and save files to and from clipboard.

    Dayum, that's tight

    1,241,172,131,115,24,1,528,175,129,114,340,2,186,352,121,54,29,2,288,406,152,68,6,2,436,421,177,80,345,2,606,372,186,84,320,[/code:10mcri0a]
  • I've been wondering if there is a way to manipulate effects that are applied to layers. I don't currently see any method to do this.

    Perhaps a change in the way Layers are handled by the event editor is in order. Currently there are Layers actions in the System object, and you can do a System Compare on Layers info in a condition, but there isn't any way to access the effects applied to a specific layer to change them.

    The idea I have is to separate Layers from the System object, the event editor would treat each layer as it's own object. This way you could more easily create conditions and actions directly with specific layers if need be, and you'd have access to each layer's effects the same way you do for objects like sprites.

    I don't know how easy it would be to implement, or if this is too fundamental a change to Construct, but it's just a thought.

  • Warm it up Kr!s

    I'm about to

    Warm it up Kr!s

    That's what I was born to do

  • See source code of constructs layout editor

    What I meant was making a level editor with Construct. And actually I don't imagine it would be too difficult.

  • I have spent over $350 on Game engines, Modeling & Animation Software, Model & Texture Packs and online Tutorials + books. Now the whole reason I am doing that is because I love freeware. And I want to make a great freeware game for everyone to enjoy. (Many games infact) But not do that I have to spend some dough. I want to earn awards for my freeware Games and software. But $350 and I haven't even made the game yet? Thats crazy.

    Hrm... just don't turn into this guy:

    http://forums.somethingawful.com/showth ... perpage=40

    He spent over $1000 on software and ended up making the crappiest game in the history of the world. The Demon Rush is destined to go down as one of the greatest failures of all time.

    And honestly, there are tons and tons of free tools out there that you can make a game with. You don't need to spend a cent. No amount of money will make your game good. The only thing that will is time, dedication, practice, and a lot of hard work.

    Just remember that there are no shortcuts to making a good game. Even with frameworks like Construct or MMF or even XNA... if you don't put the time and effort in your game will be a steaming pile of donkey puke.

    Edit:

    MMMMMMMMMMMMMM

  • Sweet vid.

    I wonder how easy it would be to make a non-linear* level editor for this type of artwork? Something that records the position, size, and angle of each sprite in an external file.

    I know Aquaria uses a similar technique for it's level design, and they have a level editor available for public use (the same editor they used to make the game, in fact).

    *(By this I mean, not a grid like most level editors are)

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  • Noice

    It's amazing how you got such an organic looking background with so few sprites. How long did that mockup take you?

  • Use png for still images. It has lossless compression, so you won't get jpg artifacts. Use gif to show off animations, but be careful that you're exporting your gif with the exact palette you created.

    As for the rest, I recommend going to one of those forums and taking a look at tutorials and other people's work. Open up their work in Photoshop or Graphics Gale or whatever and zoom in on it. Study how it's constructed. Lurk around and read some threads so you can get a feeling for how the community works and you'll be okay.

    Oh, and heads up... never post an edit or recolor of an existing sprite on those boards, especially if you don't show the original. They will know immediately, and you'll be marked as a pariah. And if you make a sprite based on a photo or drawing, it's always a good idea to include the original for comparison. But generally it's a good idea to stick to original stuff, and don't be afraid of harsh feedback.

    Good luck

  • aha! a 1 letter change fix!

  • The edit button is only available for a certain amount of time after you make a post.

    Anyway, as for the art samples you posted...

    The bookshelf sprite is actually constructed very well. It's small, concise, and looks like what it's supposed to be. I would try a more muted palette on it though, the bright colors kind of look a little odd. Also, sprite art is as much about frugality as it is about pixels. Reduce the number of colors down a bit and play with fewer colors. Your sprites will look more cohesive. And you should never ever use jpg compression for small sprites though, it destroys them.

    As for the box sprite... well, it really isn't a sprite so much as it's a large drawing of a box.

    The other two, the drawn scans, they're not bad if it's a rough style you're going for. It's harder to judge them out of context though. It might be interesting to see an entire game made out of that style of art, but depending on how you go about it could mean the difference between genius and failure. There are plenty of good games out there with rough or crude art, but if it's done right it can add a certain charm to the game. Mainly when making game art, the trick to having it look good is to be rigorously consistent with the look of all your art assets, even if they're crummy.

  • Wel if I remember correctlyl, Ash and company have said that copying event sheets and such around is coming, so I guess it's just a matter of patience.

  • Yep. Modularity is a good thing. Design your engine using individual event sheets, then include them as needed.

  • Interesting idea. I wouldn't use it for drawing, but it might make for an ineteresting real-time Line Rider type game.

    Ah thats like what the pen tool in photoshop does right?

    Yep, and if you practice with it a little it'll be your best friend. It has a steep learning curve (no pun intended), but is one of the most useful tools in Photoshop.

  • Give me your computer.