coffeennicotine's Recent Forum Activity

  • Maybe I'm doing it wrong... Will try again and in no luck will ask in proper places. Thanks to all that pointed me in the right direction.

  • Seems to be no way to deploy to the Nexus 7 running Android Jellybean.

    (No support from AppMobi{!} or CocoonJS. Not available for device.)

    Will there ever be support?

  • Took another look at the game. You're right, for sure it was done in vector; maybe entirely until saved and ported as individual assets. The title image was finished in PS for sure, but closer inspection reveals your observation. Can see the multiple passes of bevel/emboss effects as well as stroke around the title, hallmark PS or the like.

    Clean likes aren't always a clear sign of vector tho.It can also be attributed to what image interpolation is being used during creation of the asset and general nearest-pixel color handling. (Bicubic, one of the bilinears and so on.)

  • I'm honestly not trying to be rude, but I doubt (like 99%) that ANY scanning was done whatsoever in the creation of this game. Maybe concept art on paper. Many artists just sketch out in Flash directly.

    There is no way to know for sure, but I'm pretty sure the assets (graphics) were either created as all raster (pixel) or started as vector and then were ported into a program like Photoshop or GIMP to be finished as raster.

    <img src="http://i1020.photobucket.com/albums/af324/Sankaworks/Techcopy.png" border="0" />

    There are a few ways to go about creating assets like those featured in the game. When I create graphics like these, using Photoshop, everything starts as a single color shape. Using selection tools I isolate areas of the shape, (like the cockpit of the ship, thrusters, and gun pods for example.) copy those areas, and paste them into their own layers. Then I use effects like color-overlay, stroke, bevel/emboss, and others; flattening them into their respective layers as needed. (So effects can be laid over each other.)

    Alternately, I will draw an unshaded ship in Flash by hand instead of starting with a flat shape (outlines and color) and then finish it in the method described above.

    An example:

    Tentative title image for the game I'm currently creating with Construct2

    <img src="http://i1020.photobucket.com/albums/af324/Sankaworks/TitleShop4copycopy.png" border="0" />

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  • <img src="http://i1020.photobucket.com/albums/af324/Sankaworks/Rastercopy.png" border="0" />

    Okay, I've always said this on other forums and I'll say it here. If you don't have access to the CS series of Photoshop or want free software, do yourself a favor and leave leave Paint.NET alone and use GIMP. (www.gimp.org) Paint.NET just lends itself to bad habits and will be little help if you wish to graduate to more ambitious projects and/or software. Also, GIMP has tons of plugins so you really do get a lot out of it as well as a robust user forum not equaled by Paint.NET.

    <img src="http://i1020.photobucket.com/albums/af324/Sankaworks/Vectrorcopy.png" border="0" />

    For vector work you may be wanting to create or manipulate, in the absence of the CS series of Flash or if you're looking for free software, Inkscape (www.inkscape.org) is the way to go. The .SVG file format which is native to inkscape may lend itself to some issues, but it can save your created assets to the .PNG format; which is what you'll probably be wanting to do anyway as a bunch of vector based sprites are going to choke out the average browser game anyway. Also, it has tons of Plugins.

    <img src="http://i1020.photobucket.com/albums/af324/Sankaworks/Techcopy.png" border="0" />

    For Flash or Inkscape (vector) you will want to use a technique calles 'onion skinning'. For Photoshop or GIMP (raster) you will want to put each frame in its own layer in the same document. (Search these terms on Google or the forums for the software you're using to get more info.)

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coffeennicotine

Member since 2 May, 2012

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