eliasfrost's Forum Posts

  • I mean scaling in-engine, not resizing in the image editor.

  • But then you can only divide it once, you have to define the size before substracting which becomes a problem when you want to scale images 1:1. For example, I can't take 1022/2 = 511 and then take that and divide it again, you get 255.5. In fact, if you subtract any even number from a number of base 2, you can divide the result.

    With a base of 2 you can continuily divide or double a number without running into any half-numbers, it's more error-proof. I do understand what you're getting at though since the way the C2 spritepacking works.

  • Images that are in the power of 2 are the most easily scalable because there are no odd numbers. It's generally a good rule to follow if you intend to scale images for different devices and resolutions, not only for you as an artist but for the programmers as well. No matter the size when you divide an image that is in the power of 2 you eventually end up with one pixel, always. That's not the case for images not in the power of 2, and the amount of times you can double the size without ever getting an odd number is indefinite.

  • A few questions:

    -Are the games free on the platform or do you sell the games you buy?

    -If it's free, how do you make the money back?

    -If you run ads, how do you split the revenue between the developers?

  • It should be noted that even though you don't directly copy the assets it's still possible for the copyright holder to threaten with legal actions if they feel their property is being violated, even if the subject is only copying their style or uses a similar image (like yours), if they do take that threat to court the outcome is usually dependant on who has the most expensive(best) lawyers and how derivative is the subject of copyright violation. It happens all the time, it's called copyright trolling/trademark trolling. One famous example is The Banner Saga that got legal threats from King for using the word 'Saga' in their title.

    The bad thing about legal trolling like this is that they usually go after smaller companies or individuals who don't have the money to pay legal fees and even if no legal actions are taken most of the time the threat is scary enough to force the accused to change their work, because you never know, they might actually take it to court. So they are rather safe than sorry. It's all about protecting their products, even if they do it through questionable methods.

    Just ought to let you know.

  • A few death animations from the game.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I got stuck on the second level unfortunately, the geometry was too confusing and it was hard to tell what was a platform and what's a trap. I think that the painting mechanic needs to better display platforms, right now the dots don't really do it for me. Though, any improvements I can think off will probably just turn this game into INK (you should play it if you haven't already, given the similarities) as that game does what you're going for just a lot more elegantly. You'll probably learn a lot from that game as it is *quite* good.

    Here's a quick list of improvements:

    • Add sustained jumping (tap for short hop, hold for leap)
    • replace the blood dots with splatter, dots are hard to connect and don't really show the geometry all that well
    • Refine collision for platforms vs spikes, simple touching the sides of a spike even if you're on a platform will kill you, which seems unfair to me since the geometry is poorly defined (see point 2).
  • >

    > > I thought the issue was 3rd party reliance

    > >

    > The only remotely practical way to write a set of cross-platform native exporters would be to rely on some kind of existing framework or library, which... relies on third parties. I struggle to see why this is an argument for native exporters.

    >

    >

    > > 80% games are CPU bottlenecked and only 20% are GPU bottlenecked.

    > >

    > This contradicts what I've seen, and I've done profiling for some of the largest C2 games like Airscape. As ever, I am absolutely keen for anyone with poorly performing .capx files to send them to me (preferably in minimal form like a bug report) so I can optimise anything that needs to be. I repeat this with every thread that ever crops up like this, so I've said it a lot, and I am either sent nothing, sent games which are incredibly inefficiently designed, or games which are GPU-bottlenecked. So even if what you say is true, I'd be very interested to see any examples of that, because I almost never see them myself.

    >

    Would you be able to write a tutorial, or instructions on how to handle big projects events? That would save you time in the long run, and help others not to make bad events and then complain things are not working well.

    That's a fair request. I'm working on a pretty big project and I have my own way of optimizing it but it would be nice to have other practical examples and optimization tricks besides the very broadly applicable guidelines on some of the blog posts.

  • >

    > -InkScape

    > -Photoshop

    > -Paint.NET

    > -Gimp

    > -PyxelEdit

    > -Graphics Gale

    >

    >

    You forgot Illustrator, Animatron, SpriterPro,Spine etc

    basically any software that lets u ease your work and your comfortable with it

    Yeah those were just the ones I recalled from the top of my head, I'll add the ones you listed, thanks!

  • As they say the artist make the tool, there are lots of different software you can use to get the same result (or similar). The most common I see on the forums here are:

    -InkScape

    -Photoshop

    -Paint.NET

    -Gimp

    -PyxelEdit

    -Graphics Gale

    -Illustrator

    -Animatron

    -SpriterPro

    -Spine

    Off the top of my head those are the ones I can recall and they are all very powerful tools if you know how to use them, it all comes down to how you work presonally, some people like the interface and hotkeys of Gimp, some prefer Photoshop, personally I use Paint.NET, it's simple and easy to use and I mostly work with pixelart so it was a sure match for me.

    You should try them all, most of them are free or very cheap (except PhotoShop).

    • I've updated the running animation for the main character and improved the animation when jumping to grab a ledge.
    • I've also implemented cover, your character can only take cover in specific areas (like the dark areas and the trees), enemies now detect the cover furthest from the player and roll into it.
    • I'm also working on getting various mechanisms to work together, like levers, pressure plates, lasers and things like that. here's an example with a lever that activate rocks that fall down onto pressure plates that then activate the next rock).
  • > I don't think there's a way to expand/collapse events though if you add your events to groups you can collapse/expand them.

    >

    Have you read my post?

    Just press right mouse on a collapsed or uncollapsed event.

    Yes I did, but what you suggest only works with groups, you can't expand/collapse events outside of groups was my point.

  • I don't think there's a way to expand/collapse events though if you add your events to groups you can collapse/expand them.

  • Or just small icon before the name.

    That's such a small thing that would be very helpful, I'm surprised it's not there yet.

    --

    Overall it would be great if there was an easy way to tell the difference at a glance.

  • mudmask Thank you! I was always a little bummed out by how the pixel art movement forgot about DOS and early computer games. I was a PC child, played lots of Warcraft, Heroes 2, Might and Magic, adventure games etc. with Razzia I want to bring some of that back through the visuals. I'm glad you like it!

    TELLES0808 Sweet, Blackthorne is one of my main inspirations for Razzia, great game.