Labombadog
Member
Plan on learning more Java this year. No more excuses.
Good job guys on the development.
Good job guys on the development.
Ugh, some of the built-in Game Maker Studio tutorials are terrible. Worked on the Breakout one last night, and it's got lots of errors. Code that you type exactly from the tutorial that doesn't do what it says it will, formatting that doesn't line up the way it should, randomly references an Intro Room it never told you to make, etc.
Ugh, some of the built-in Game Maker Studio tutorials are terrible. Worked on the Breakout one last night, and it's got lots of errors. Code that you type exactly from the tutorial that doesn't do what it says it will, formatting that doesn't line up the way it should, randomly references an Intro Room it never told you to make, etc.
Another animation test for my industrial sprite method ...
This time, a test about vertical movement and at the same time, a fanart of
Any critiques for both ? =D
Well, it looks kind of weird as lines and areas change size and shape in every frame. But I guess that's kind of the name of the game if you're translating/resizing stuff. It's definitely better than massive blurring.
It works, its fine in itself but I feel it looks "processed". Its easy to see that each frame wasn't drawn like that but rotations and stuff like that were used. It gives some unatural, noisy feeling to me. But it works and its extremely smooth still.
Platy it actually kind of reminds me of the sprite animation in third strike. http://www.zweifuss.ca/elena/elena.htm
For those interested, Game Maker Studio is a Steam flash deal right now -- 66% off vs. the 50% off you get on the main site.
Because it IS processed xD
I'm testing ways to process flash animation in photoshop automaticaly (batch) to make good fast/quality animation in pixel art ... i'm having some problems with lines, but the process is evolving nicely =D
Still trying to fixe those lines and give away as much as weird feel as possible ... but i'm afraid a small pixel per pixel fix will be unavoidable =/
That is like the most positive comentary I could ever got xD
Just because of that, I actualy made this for you
Was made from memory, in 15 minutes and it had the flash limitations .. but still, was made with love =3
Yeah, it's all better discounted...is there any particular reason to go with Pro over Standard? I see Pro is the only way to get the modules but those still cost extra too..
I think Pro provides a few additional benefits, but honestly, at that price, it'd be silly NOT to go with Pro.
Except that it's twice the price of Standard, so I really think it depends what you want to build...
i've done so many revisions and adjustments to most of the sprite now that I just leave them as they are for the time being, they look rather good in motion when the background is not a flat colour. I counted all the frames last night and I have about 220 frames for one direction only (but I just flip it for the opposite side) and thankfully it all fits in an ipod touch 4g's tiny ram pool
Because it IS processed xD
I'm testing ways to process flash animation in photoshop automaticaly (batch) to make good fast/quality animation in pixel art
Was made from memory, in 15 minutes and it had the flash limitations .. but still, was made with love =3
Holy crap this is awesome.
Platy just call it bone animation or skeletal animation. I took me a minute to figure out what you meant.
If you want "good/quality" stuff, take "fast" out of the picture. Animation like this, where you're rotating and scaling the parts without any sort of touch-up, looks awful on pixel-art (just look at what they did with Pokémon Black/White. Ugh...). It's fine for putting down a base (the motion on Raphael is pretty good for an idle animation), but it definitely needs frame by frame touch-up for it to look good.
Elena animation is awesome, right ? =D
Too bad some of those have a huge "rotoscoped from 3d model" vibe and were not fine tunned.... but still, Street 3 is one of my favorite pixel arts of all time =3
Are you sure about that? I believe all the animation in SF3 was hand animated without the use of models. Art books even show off some of the rough animation.
That said I like what you did with the turtle. I also use a segmented animation system but unfortunately it's not skeletal, nor did I add IK. I'd love to work that way though.
I would love to know more about how you made the animations ! =D
I would guess it is more procedural, right ?
Unfortunatly I don't have a 360, but from what I have played from Dust at a friend's house, I loved what I saw =D
I'm still searching for the best combination possible of "fast making" and "good quality" that I can .. I think I can get something better than the resuts I have right now...
At worst case scenario, even making the shapes and making the lines around the shapes after will still be 100 times faster and easier than traditional pixel art
That's exactly why I linked Elena specifically. I'm pretty sure they did rotoscope her btw. The animation is clearly different from other characters.
You guys are really bumming me out. You're all so awesome, and you're able to actually do stuff.
Here I am, signed up for my final semester at school, and... I haven't really learned anything. Shit happened (as in, half our staff got fired and the rest weren't too busy teaching us how to do stuff; they offloaded us to the engineering peeps, who taught us how to use Inventor and AutoCAD). Sure, I get the whole 'design' thing, because I've been studying that forever. And yeah, I can write fiction better than nearly everyone doing games writing professionally (crazy high assessment? not really; games writers are terrible), and oh, I know how to operate one kind of motion capture software. But what good are skills like that? I actually had a game partially designed and was building it with some fellow students, but someone who didn't like that it wasn't about geriatric Batman sabotaged it.
Bah, sorry for moaning. I want to do stuff, but I don't actually have the skills to do anything, and now the impending threat of my final semester is here, and... I've got nothing to show for it.
What can I do, guys? Anything? Or just jump into a different line of work?
Been working on my game this week. It's going well. I finally have all my character's powers down, all the systems (text box, savng, etc), all my tools for level design. This means I truly am at designing and coding level design ingredients (fun part begins!).
However, I must ask GAF about something. Can you guys tell me if this is too much? (see screenshot). If you don't see what I am asking about (it's a good sign) then tell me. If you think it's however too similar, please tell me too.
I just think its the best way to do it. :/
Less thinking, excuse making.. more doing!
Just do something. Then make it better. Repeat until you own the new Nintendo.
Simple really...
Can someone recommend me good java/android tutorial sites?
Anybody doing one game a month this year?
Happy January !
I did lots of tests today ... and here is my best result ! =D
Still a little slow ... did lots of pixel art tests and no Frames per second test so I ended up doing twice the fps =P
Any critiques ?
edit : damn ... the weapon has the exact same color as the background from this post xD
You guys are really bumming me out. You're all so awesome, and you're able to actually do stuff.
Here I am, signed up for my final semester at school, and... I haven't really learned anything.
Finally finished coding all enemies including the final boss. I added some new ones, and I made the final boss a real BITCH to kill, old-school style.
I also added a shield that deflects bullets, but not energy-based projectiles.
Can someone explain to me how you would find what edges on two AABB's are colliding? would you find it based on the MTV?
I always suggest Game Maker for a complete beginner.
E: Elaboration!
GM gets a lot of criticism for being "too simple" or "not powerful". Truthfully, it's a very versatile development option, particularly for 2D games. Studio is a great starting point given that it's the newest and most in-development piece of software they offer. GM8.1 is a very strong engine, but I suggest Studio over 8.1 simply because of the price point and potential future export options (iOS, Android, HTML5).
For starters, I ALWAYS suggest these tutorials. They create a basic Gradius game in a few short hours. If you want to start SUPER newb, the Game Maker's Apprentice book covers drag and drop game creation very well.
Game Maker offers two outlets for creation - drag and drop, as well as game maker language (GML). GML is said to be structurally similar to C, but people who code more than I do can give you their opinions on which language it more resembles. Read a little more about it and see some samples here.
Drag and drop game creation is sort of what it sounds like - you drag and drop various "events" and "outcomes". So you can drag the "collision" event and set it to object A collides with object B, and then drag the outcome of "bounce". It's very simple. It's definitely a limited environment, but you CAN create fully playable (and fun!) games with drag and drop. There's a book out there (The Game Maker's Companion) that fully recreates the engine for the old game Zool in drag and drop. The idea is to show that it is very possible to create something via drag and drop, but you'll soon discover that it's not the best way. It's still a fantastic learning tool.
GML, on the other hand, gives you SIGNIFICANTLY more freedom in design. Most people never get into GML when they try Game Maker, so most people forget that it's there or brush it off as being a lesser language. It's very capable and holds its own VERY well. Watch this video. The power of GM is there.
I know this sounds like a sales pitch for Game Maker, but I don't mean it to be. I simply want to make sure you realize it's a very viable alternative to the other coding environments people commonly suggest.
Did you get Studio or the normal version? I think that's one difference, and I am not convinced from what I have heard that Studio is a huge improvement yet.Late reply, saw this post linked from the Steam thread when GM was on sale.
These tutorials seem out of date - the interface is totally different now, some options aren't in the same places and so on.
Did you get Studio or the normal version? I think that's one difference, and I am not convinced from what I have heard that Studio is a huge improvement yet.
One other possibility may be the advanced/simple interface. If I recall correctly there are more options available if you choose the advanced menu option, but I may be confusing GameMaker with something else.
I don't know if studio has the option for advanced. I think it's enabled by default. But regarding the tutorials, they're just meh. The best tutorials I've found are the ones over at TIGsource to make a Gradius style game.
Otherwise, the Game Maker books are decent, but only really deal with DnD actions.
Did you get Studio or the normal version? I think that's one difference, and I am not convinced from what I have heard that Studio is a huge improvement yet.
One other possibility may be the advanced/simple interface. If I recall correctly there are more options available if you choose the advanced menu option, but I may be confusing GameMaker with something else.
speaking of TIG anyone else here a tig poster?
Finally finished coding all enemies including the final boss. I added some new ones, and I made the final boss a real BITCH to kill, old-school style.
I also added a shield that deflects bullets, but not energy-based projectiles.
I am. Its an alright forum. Some posters can be snobs though
yeah very true. It kind of drove me away from the design section for that reason. I tend to hang out in technical mostly.