PurohanPirilu's Forum Posts

  • I'd go with separate "blob" tilemaps for each material and mix to taste.

    • Drawing each possible variation is going to make a HUGE tileset.
    • By keeping each "material" separate, you can create variant tiles for use with any "ground type": your tiles will be more flexible, and visually more satisfying in the end. (Instead of having the same cliff everywhere, with only the ground type changing, make variants of the cliff-corners, and cliff-middle tiles.) If you're going for a cartoony look and feel like in your example image, too much sameness will end up feeling claustrophobic.
    • It's going to be way easier to design your levels with the materials separated than with a huge "I-know-it's-in-there-but-where-is-it" tilemap.

    And you'll only have to include the smaller tilemaps for the materials you actually use in each layout (forest level: grass, cliffs, trees... ; north pole level: snow, cliffs, icy rocks...)

  • Loved it. The music is great too.

  • rekjl

    Yeah, they may be a little too close to the mark.

    How about trying to recolor the original shape with the "famous" colors without changing the actual shape much, if at all?

    Kind of like what was done here :

    http://www.mirror.co.uk/news/weird-news ... o---773398

    (But you may have to choose different characters, with a nearly unmistakable color scheme.)

  • Remove the "%20" at the end of Whiteclaws 's link for it to work it's worth reading.

  • You answered your own question.

    Many paid games have "homage" characters/skins, designs that resemble existing character, named in a way that makes the reference recognizable while not being a direct rip-off.

    It's more of an Easter-egg type of thing than willful infringement, if done tastefully.

  • I'm pretty sure Illuminati is close. There's a discussion about that on toucharcade that seems to corroborate this.

  • Intro scene for Trevor in GTAV - SO over the top, and felt like the real beginning of the game, even though one needs to play for quite a few hours before he's "unlocked."

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  • Sumopaint

    Oooh, this looks like a great tool, thanks for mentioning it!

    Great looking blue creature, too.

  • I'm definitely not good enough with c2 yet, but I'll be watching what you do here with great interest, until I feel like I can join! It's a great idea.

  • This whole topic was a very interesting read, even if I'm pretty sure I didn't understand 90% of what's at stake.

    This made me think of FLStudio. They have the same business model of "pay once get updates forever" and the program was considered a joke non-professional tool because of its roots as a virtual drum-machine called FruityLoops, but over time it has grown into an incredibly complete and complex tool, which can do anything the super-expensive DAWs do. (It was already pretty powerful before they re-branded it.) To this day, many music pros still disregard FLP, and swear by high-cost tools that are sometimes less practical (but have a reputation for seriousness due to their price tag.)

    I think this is akin to what Ashley was getting at when he said people saw C2 as a "small game" tool and wouldn't even consider "big games" even though C2 can handle them. I can't chime in with insightful "veteran"commentary, but I'm cautiously optimistic.

    Early in the thread someone was complaining about html5 being badly implemented someplace or other, when its specifications should be platform independent, well, remember those hilarious acidtests where no two browsers would display the test the same way? It seems reasonable to expect discrepancies.

    Also : pennaneac the 1985 reference made me wonder : weren't ALL game concepts invented before 1985? Or is your complaint that you can't make visually "satisfying" mega-eye-candy games with C2 ?

    Anyway, thank you, very interesting topic, that touches on concepts and problems I'm likely months from even having to think about for myself (or even understanding!)

    (Disclaimer : I heard of C2 for the first time 2 weeks ago... It was mentioned by a very talented graphic artist who said to me "if I didn't have a developer to work with, I'd be using C2." Yes, that means I probably have no business commenting in this thread - sorry )

  • I liked it - I played on a desktop and it was fun. (But I'd hurt my finger if I tried to throw stars as fast with a swipe as with the mouse button )

  • I liked the flashlight effect changing size when the pointer is closer/further from the player-character.

  • I like PIXLR.com - it works like an older version of Photoshop, but it's a webpage : any connected computer becomes a workstation (for basic stuff.)

  • I love PunchQuest. It's the perfect blend of retro, casual, and pseudo-hardcore for me