Tokinsom's Forum Posts

  • I've told you 3 times D:

  • Sorry for the lack of updates! We've been busy over the holidays and progress has slowed a bit now that the competition is over.

    Anyhow, we've been thinking about re-designing a few things. A lot of the enemies and characters were kind of uninspired since we were rushing to meet the deadline, so yeah.. Here's an idea we had for a new Bumper!

    <img src="http://dl.dropbox.com/u/17634050/bumpers.jpg" border="0" />

    Also, some quick concept art for the minions..

    <img src="http://dl.dropbox.com/u/17634050/Bullyboomerandbooey.png" border="0" />

    Credit to Betatronic.

  • BEAUTIFUL game! I loved it!

    Sorry to ask, but it's been bothering me; how did you make so the sprites didn't get blurry? I always draw little sprites too, but if I stretch them on C2 everything gets so blurry.

    Did you just make them twice or thrice as bigger on the tool you're using to draw them? Or is there another way..?

    Thanks.

    Well I use Google Chrome with GPU Accelerated Canvas 2D enabled, which allows me to zoom in (ctrl+mousewheel) without blurring the graphics. I also keep WebGL disabled as it makes the graphics blurry regardless of sampling option..pretty sure it's broken.

    The graphics are not scaled up at all. If you do that, then objects will appear to move by fractions of an in-game pixel, which looks really bad!

  • "Cut The Rope runs best in the newest version of Internet Explorer for Windows 7"

    ...am I missing something here? I thought IE was -by far- the worst browser for HTML5 (all?) games.

    Also, cute little game!

  • I think F11 + zooming is the best we're going to get.

  • Hmmm..How about this?

    -If far over the ledge: Automatically walk off or do some downwards hop.

    -If barely over the ledge: Automatically walk backwards until all four legs are on the platform.

  • Illinois. Currently in Tennessee though. Yeehaw :<

  • You can change the bg color in the layer properties. In CC it's in the layout properties..took me a while to figure that one out lol.

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  • +1 for emphasizing contrast. It really is one of the most important things in pixel art.

    Here's a sprite I made a while back. My final version was the second from the right, then a friend of mine recolored it. Pretty big difference, eh?

    <img src="http://dl.dropbox.com/u/17634050/Mech_Stages.png" border="0" />

    What I'd really love to see is more tutorials on STARTING a sprite. Once I have an outline or rough figure of what I'm going for, it's pretty easy to finish, but I find getting that outline in the first place to be really difficult.

  • Well we couldn't finish anything in time for the competition, so here's a screenshot instead.

    <img src="http://dl.dropbox.com/u/17634050/BQ_Winter.png" border="0" />

    Up next? Boss fights!

  • Avoid jaggies, pillow-shading, and using too many colors. Don't use all-black outlines (unless you really need things to stick out). Study 8, 16, and 32 bit sprites and learn what's different about them. Practice, practice, practice. That's about it! I actually wouldn't recommend many tutorials. Everyone does things their own way and I've personally never found any tutorials very helpful. They just go over the extreme basics and tell you things you (should) already know over and over again.

  • Here ya go: Radial_Health_Example.cap

    I'm sure it can be improved if you spend some time with it.

  • O_o...

    Just set the bullet's acceleration property to a negative value, and it will slow down over time.

  • lol couldn't tell ya. This has been a problem for me since I started making games. I've always wanted some sort of condition like so:

    If (Object with value A) collides with (Object with value B) then do something with (Object with value A)

    but I don't think it'll ever happen..can't really say why either, it seems pretty basic.

  • I'd say so. MMF helps with Construct helps with GM helps with Stencyl helps with...yeah...As Ashley said, game logic is pretty much universal. For the most part you're doing the same thing, but in a different way.