deadeye's Recent Forum Activity

  • aha! a 1 letter change fix!

  • The edit button is only available for a certain amount of time after you make a post.

    Anyway, as for the art samples you posted...

    The bookshelf sprite is actually constructed very well. It's small, concise, and looks like what it's supposed to be. I would try a more muted palette on it though, the bright colors kind of look a little odd. Also, sprite art is as much about frugality as it is about pixels. Reduce the number of colors down a bit and play with fewer colors. Your sprites will look more cohesive. And you should never ever use jpg compression for small sprites though, it destroys them.

    As for the box sprite... well, it really isn't a sprite so much as it's a large drawing of a box.

    The other two, the drawn scans, they're not bad if it's a rough style you're going for. It's harder to judge them out of context though. It might be interesting to see an entire game made out of that style of art, but depending on how you go about it could mean the difference between genius and failure. There are plenty of good games out there with rough or crude art, but if it's done right it can add a certain charm to the game. Mainly when making game art, the trick to having it look good is to be rigorously consistent with the look of all your art assets, even if they're crummy.

  • Wel if I remember correctlyl, Ash and company have said that copying event sheets and such around is coming, so I guess it's just a matter of patience.

  • Yep. Modularity is a good thing. Design your engine using individual event sheets, then include them as needed.

  • Interesting idea. I wouldn't use it for drawing, but it might make for an ineteresting real-time Line Rider type game.

    Ah thats like what the pen tool in photoshop does right?

    Yep, and if you practice with it a little it'll be your best friend. It has a steep learning curve (no pun intended), but is one of the most useful tools in Photoshop.

  • Give me your computer.

  • But I think I will host sprites on my website is what I'm getting at.

    Well, just don't put up any sprites that you haven't gotten permission from the creators.

    This is probably the major reason why there aren't any free sprite sites out there. That, and spriting is a lot of work. That work is usually being used for a specific project that the creators don't want being used in other things.

    Sure, every once in a while you'll come across someone who says "hey use these sprites for whatever you want." I guess if you hunt around you might be able to collect enough of those.

    But really, any semi-serious game designer isn't going to be using sprite packs anyway. There's quite a stigma against using pre-made sprites. Just browse around any board out there with free games, and you'll see folks getting flamed for the practice.

    And yes, things like RPG Maker and MMF have free sprite and tile packs that they give out, but nothing of any quality has ever been made with them. And be fore you say "but," I'll reiterate... not one single thing.

    If you're putting together a game resource site, I'd ditch posting links to pre-made content and concentrate on putting together a comprehensive list of tools and tutorials. But that's just me.

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  • There is no public domain sprite site that I know of.

    If you're serious about making your game as good as possible, don't use someone else's sprites. Do one of these:

    1. Take the time to practice spriting, and it'll eventually get faster and easier, and in the end you'll be able to be more proud of your project.

    2. Make your game with crappy temporary sprites and stick figures. Polish the gameplay as much as you can. Then show it around to some sprite art or game making forums (like this one) and ask if anyone is interested in collaborating with you. Do NOT ask around for artists help with a game that hasn't had some serious work put into it. There are a lot of sprite artists interested in working on projects, but nobody, ever, will offer their help unless they see your efforts first.

    A couple good places to start learning to sprite on your own would be

    http://www.wayofthepixel.net/pixelation/

    http://www.pixeljoint.com/forum/

    There are tons of tutorials from everything on color palettes to optimizing your workflow, and people will always give you feedback on your work. Likewise, those would be good places to go when you get your game engine up and running smoothly if you want to solicit help.

    Protip: Become active in the forums wherever you go before you go pimping out your game looking for contributors. Most places will shun you if you show up and say "Hey, I'm looking for an artist" on your first post.

  • Well that depends, you want polygons or NURBS? Procedural, spherical, or UV mapping? Real-time rendering or raytrace?

    (Construct can't make spheres. It's a 2D program.)

  • I did notice, but those are pretty cool effects regardless

  • There is an option to change the default controls in Construct during runtime isn't there?

    Not yet, I believe Ash has said there are plans for this.

  • The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency?

    Yep. I made some flower sprites with correct depth/parallax on some 3d platforms that way once.

    WSAD are standard FPS controls.

    ...and are generally used in conjunction with the mouse. If you're planning on going for mouse aim and shoot, that'll work just fine. Otherwise arrow keys are generally used in non-mouse games. It's a good standard, most people find it comfortable that way.

    Whenever I play a non-mouse game with WASD it just seems awkward, and whenever I play a mouse game with arrow keys it's equally awkward.

    Moot point really, though.

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deadeye

Member since 11 Nov, 2007

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