madster's Recent Forum Activity

  • wow fade is a good idea.

    Spawn copies of your player sprite, with input disabled, frame set to the current one and animation speed set to zero. sounds good!

  • pre rendered 3D is the worst thing that can happen to a good game.. good pixel art is beautiful. Ever played knytt? No one is playing that game and complaining about the graphics, even if everything is really simple, not even advanced pixel art. It's just... beautiful.

    Have you heard of a game called Donkey Kong Country?

    XD

    all styles have their place.

  • Yes that could work,And then you could save it as a 256bit encrypted file with another prog.

    And then you would need a password for your password.

    Yo dawg!

  • If you are aiming to make a high qaulity 2D game, I don't think you should be scared of 100mb of VRAM. Steam's survey [>] is probably an okay way to see what a lot of PC gamers are using, only about 7% have 128mb or less VRAM. So unless you're making one of those mythical games that everyone can run (or a game for non-gamers), I think you'll be fine using 100mb or so of VRAM.

    If you make levels as a single large graphic, you'll end up with a single level consuming all your memory budget and leaving little space for other objects. Also it'll look really static.

    I'll just quote the Wii's memory limit (88MB) and that memory is SHARED (both textures and code and data). Then I'll link to Muramasa.

    Your best bet for high quality 2D games (and any other high quality games) is NOT disregarding limitations, it's finding workarounds to them. It's SMOKE AND MIRRORS.

    Draw your art in layers.find parts that repeat. Use only one graphic for each. You have a huge tree? ok, do you really need each part of the trunk to be unique? no. Use a trunk section and place copies in Construct. Place branches on top of that. You just saved 50MB of VRAM.

    tlr;dr..... draw the basic blocks of your art in another software, assemble it into it's final form in Construct.

  • The 1-hour long talk (which is boring, I recommend the shorter videos) includes the most awesome term ever: Permanent chronoclone griefing >_<

    griefing through time!

    anyways, here are some videos: http://www.youtube.com/user/HazardousSoftware

  • I don't think I'll aim for bullet hell, I want non-asian to be able to play it too

    I can't even beat the first stage of most bullet hell games and I just die and die and die and die. No fun.

    My inspiration so far is Raptor (a PC classic), Raiden and Xevious. The classics, not the sequels. However, I've played Kenta Cho's twin stick games and some Geometry Wars clones (I don't have an XBox) and I really enjoyed them.

    Thus the dilemma

  • Aritz: I absolutely love your work

    inkBot: let us know when it's online! I Like the style make sure you can draw it fast, as excessive detail slows down webcomics and slow webcomics lose audience!

  • software assisted drinking.

    That's a concept I can support XD

    nah I'm kidding. Excessive drinking is bad, mm'kay?

  • Although I did get a bit frustrated with it

    And this is why it shouldn't be mandatory

    Most of the backstory text in the Metroid Prime series is optional. You can ignore it by not scanning until you reach shiny things that are begging to be scanned.

  • reserve a channel and use it to load the sound you don't want to overlap.

    Play the sound only if the channel is not playing.

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  • But there's still one good reason why people should keep making retro games: because they want to.

    I kinda agree... indie pixel art games are like indie b/w film. Usually watched by film students only.

    Yeah, there are exceptions of course. But it's not the norm. Of course everyone here and TigSource and (name your indie site) will love pixel-art games. We ARE the indie community.

  • Has anyone read/seen videos about Achron?

    It's a strategy game involving time travel.

    I'm pretty sure it'll come out by 2012 because all of our collective brains will explode thus ending our existence.

    They say they took 10 years to settle on a design that worked. I analyzed it and it's pretty damn sound. I hope they finish it! and I hope I get someone to play it with me!

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madster

Member since 17 Feb, 2009

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