PixelMonkey's Forum Posts

  • Well, as to what looks better, I'd probably say the second. Mostly as it's more unique. However, it would probably be simpler to work with and create graphics for the first.

  • This looks very interesting, and I can already think of a few practical uses for it. Looking forward to its release!

  • Ok then. Well, it was a nice thought. =b

  • Ah, I see. Well, thanks for responding.

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  • A lot of pixel art uses specific palettes. This is partly to keep the size down, but it also allows the image's appearance to be changed on the fly later by simply modifying the palette. I was wondering if it would be feasible to incorporate indexed palettes as an option for Construct 2's Sprites and/or Tiled Background objects? This would allow users to reuse assets by simply specifying a small .pal file, or something similar, as opposed to re-importing a duplicated set of assets with a different palette added in an external image editor.

    Construct 2 already compresses images into 8-bit files if asked to, and I believe it can be done with HTML5, as shown here.

  • Graphics draws my attention at first contact with the game. Doesn't matter if they're realistic, cartoon, 8bit, etc etc. The factors involved are many, and very complex because they are very personal. What i find cute and nice other may find outdated and ugly.

    Everything that comes after , game mechanics , history and synergy between graphics and gameplay holds my attention. So i think you just can't analyze a game by separated aspects since they merge one with the other.

    This.

    What is the first thing you see, when you start playing a game? The graphics, of course. They get your attention and give you a first impression of what to expect. Then it's up to the gameplay to hold your attention and keep you interested.

    Overall, both are needed and must be balanced carefully. If either of them are lacking the game as a whole will lose appeal. But as long as the gameplay is fun and understandable, and the graphics are coherent and consistent, then the result will be a reasonably well made game.

    Also, other factors like audio, level design, story and that sort of stuff factor in just as much as gameplay and art, but this thread's only asking about those two.

  • Hmmmmm. It's very tempting to join this. But I'd need a good idea of some kind. The prize is certainly good incentive to have a try!

  • Quick question, I've just uploaded my game and been informed that a moderator needs to approve it. As long as the game was uploaded before the deadline I should be fine, even if it isn't approved yet, right?

  • Yep, fixed. Thanks very much.

  • I think the main point is that AppMobi's prices are aimed at people who are interested in making money off their games. For people who aren't aiming for commercial games, then yes, it is quite a lot of money. Perhaps there will eventually be a less costly option, but for the time being it's just a question of whether or not you want to pay that much for what AppMobi are offering.

  • When creating a Tiled Background object, attempting to close the image editor will apply changes made to the object, but will not close the editor. I tried it with Sprite objects, and it works as it should, so the bug only applies to Tiled Background objects.

    As far as I can tell, the bug can be recreated in a new project easily. Is anybody else having this issue?

  • Oh, thanks so much! I've been rushing about in an absolute frenzy trying to finish my game. This will make things much more comfortable.

  • The image link seems to be broken.

  • This is good stuff. I was thinking of doing something like this, but looking at what you've got makes me realize how little I actually know on the subject.

    Keep up the good work, I'm looking forward to more.