eliasfrost's Forum Posts

  • Working on a new area

  • I'm open for more work!

  • Added a new image.

  • Thank you Jobel, the resolution is 320, 180.

  • Hi! My name is Elias Frost (from Sweden) and I'm a hobbyist/freelance pixel artist/animator. I have been doing pixel art for my own game projects for several years and I have sold assets on a couple of storefront. I can work with a number of styles.

    Name?: Elias Frost

    Where?: Stockholm, Sweden

    Age?: 24

    Contact?:

    Some specifics:

      Software: PyxelEdit Prefered sprite/tile size: 8px-128px I only do paid work I only negotiate via e-mail (no skype, pm, twitter etc.)

    Here's some of my work, I hope you like it and don't be afraid to contact me if you want some art for your game!

    This one (below) was animated by me but was designed by someone else

  • Not this again.

  • Thank you MegatronX, Altus and Genejoke!

    I'm currently doing some stuff on the side hence why there's been little in the way of updates lately. I'm also working on storyboarding and some boring stuff like menus and options but once I have something worth showing I will update this thread, stay tuned!

  • Little piece of a boss monster.

    Oh my that's smooth

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  • Add spaces to the url should do the trick.

  • I don't think you have to loop through the array, you can compare x,y values directly. Say you want to test the third tile south of the player you check the array like this:

    compare at XY

    -X: player.gridX

    -Y: player.gridY +3

    = 0

    then [do things]

    You can use tilemap.PositionToTile to get the object grid position but I usually create two variables where I store that info instead, makes it easier to work with, compare the above to:

    compare at XY

    -X: tilemap.positiontotileX(player.X)

    -Y: tilemap.positiontotileY(player.Y) +3

    = 0

    then [do things]

  • When it comes down to it it's all about how you adapt to the situation, just like any business (unless it's regulated) you have to give people a reason to play your game and a reason to talk about it, those are the most important things you can provide your audience. It doesn't really matter how much time and money you put into a game if you can't convince people that your game is what they want, this can be achieved by pushing genres, innovate, perfect, utilize an underserved genre or having a great style/tone because those are marketable things. You have to always stay on top to survive in the "free market". If you make a thing that most people either don't have a reason to be excited about or if they can get something equal or better somewhere else, you're out.

    And this is not just the games industry, music, film and books are in the same situation, anyone can pick up and guitar and a cheap mic and play music or make videos/short-films on youtube, write a novel and put it up onto Amazon. If something is worth paying for, people will pay, the race to the bottom mostly apply to games that are mediocre or similar to other games where the price matter more than the product, it's probably the only thing that matters because why pay when you can get something similar that's better and free/cheaper?, if you have a solid game that's good, on-top and marketable you can definitally charge a decent amount of money for it. Ruskul made a good point about this, look at the developers that put not just their soul and heart into it but they are all very competent designers and they all have distinct, marketable visuals and style/tone.

    That said, "make it good and they will come" is not really true either even though that's the impression you might get, I think that statement is vague and not particularly applicable because what is good differs and sometimes having a mediocre game that is amazingly marketable will break through and sometimes it's the other way around but the point is don't settle for mediocrity, strive for marketability and like I said above give people a reason to play and talk.

    That's my experience from reading and talking to people about these things so take what I said with a grain of salt.

    I saw this image on twitter the other day, thought it'd lighten up the mood a little as I found it pretty funny:

  • If I understand the problem correctly, isn't it possible to do this with arrays? If you set the array size to be the same as the tilemap and whenever an object moves or is placed you update the array with the same x,y of the object on the tilemap. 0 for empty and 1 for occupied. Then you can check if a certain space is empty by referring to the array.

    I haven't tried it myself yet but it seems like something you could easily do with arrays.

  • You can also do this:

    if button is [not] down && object.jumping

    -> set object.vectorY = object.vectorY/2

    This will, as long as your character is jumping, halve it's Y speed every tick.

  • Sometimes when you change from linear to point in sampling you need to re-import the images that were imported before the change. I don't know why that's the case but I just go into the image editor and press the refresh button and I'm good to go.

  • You could cramp the items horizontally and move the entire frame to the left or right, leaving you with room on the side for buttons like options, back etc.