Search found 4098 matches
- Mon Oct 19, 2015 3:28 pm
- Forum: Game Discussion
- Topic: Show off your graphics!
- Replies: 1625
- Views: 336345
- Mon Oct 19, 2015 3:09 pm
- Forum: Q&A Discussion
- Topic: Battle Animations
- Replies: 26
- Views: 5704
I had a look, and positions of attack sprites don't make much sense, really. Normal, Drop, Scatter, and Ring attack animations place the attack sprite aligned to the bottom-left corner of the target sprite and up 2 pixels (with an exception for hero targetting self). Regardless of the size of the he...
- Mon Oct 19, 2015 2:13 pm
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
- Sat Oct 17, 2015 1:12 pm
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Ah, that would be my mistake, I thought we were using the premise that a palette was per spriteset. Per-spriteset local or master palette? That could be another option. The idea is that if importing an 8 bit image and the master palette is identical, then you already have the palette you want, and ...
- Fri Oct 16, 2015 1:16 pm
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Just to clarify, would this mean that local palettes would use a larger type to store indices (unsigned 16 bit)?. If so, this seems like the most seamless option. Yes. But the downside is that management of an indefinitely large master palette gets more complex. If there's one extra colour in an im...
- Thu Oct 15, 2015 11:38 am
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Another idea: master palettes could also be treated like local palettes pretty much everywhere, without need for special identity-map local palettes. (In particular spritesets directly indexing into the master palette.) It would be ideal if they could be referred to with normal local palette ID numb...
- Wed Oct 14, 2015 12:16 pm
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Terminology: Let's call the 16-colour palettes which index into a master palette containing RGB colours `local palettes'. A singular universal graphical format might simplify the graphics editors a bit, but it's not a requirement. Each spriteset could be stored in a different format, as well as diff...
- Tue Oct 13, 2015 9:56 am
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
We've currently got this thread running over at pixelation. There has been some back and forth about dither but currently Howard's using a 2x2 bayer matrix and IMO it's working pretty well. Hmm, that is pretty convincing for adding ordered dithering as an option. Well, you can have paletted 24bit s...
- Tue Oct 13, 2015 8:11 am
- Forum: Game Discussion
- Topic: Hype Up Your Game Thread
- Replies: 1513
- Views: 361602
This makes much more sense now!Bob the Hamster wrote:Cursed Potion Of Resist Ice (cpori)
There are two natural orientations for a hex grid. There are heaps of great references for hex grids, A*, and a whole lot else on Amit's game programming page.
- Mon Oct 12, 2015 12:14 pm
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Since that sphere packing palette is so regular, wouldn't it be possible to sort it into ramps according to a pattern rather than a highly irregular sorting by hand? Or maybe that is what it already is. Also for palette swapping purposes. I don't think pal swaps are going to go away. Yes. Although I...
- Mon Oct 12, 2015 11:19 am
- Forum: Game Discussion
- Topic: Staying in the Know
- Replies: 10
- Views: 3459
Good initiative, it's really nice to hear about all these projects. I'm looking forward to pretty much everything mentioned here, so I won't bother to name them all. Pepsi, I say work on whatever you want or need to. Don't work on your games for our sake; obviously it'll take years more either way. ...
- Fri Oct 09, 2015 8:36 am
- Forum: General Discussion
- Topic: Minecraft Thread
- Replies: 802
- Views: 160175
- Fri Oct 09, 2015 8:27 am
- Forum: Game Discussion
- Topic: Show off your graphics!
- Replies: 1625
- Views: 336345
Oh, I love those leaves. The glinting in the sun looks both arty and realistic at the same time. It really gives me a strong impression of a bright summer day. The way the roots sit on the grass is clearly not good, though I assume it's just not finished. I don't think it's wrong for them to have su...
- Fri Oct 09, 2015 8:01 am
- Forum: Q&A Discussion
- Topic: Foemaps
- Replies: 6
- Views: 1814
Oh, whoops. I decided to double check and discovered I was wrong on one point. Although the countdown is saved in saved games, it's reset (to random(40,160)) when you change map, trigger a battle with a script or textbox, or (surprisingly) dismount a vehicle. We could always add a script command to ...
- Thu Oct 08, 2015 11:36 am
- Forum: Game Discussion
- Topic: Show off your graphics!
- Replies: 1625
- Views: 336345
Very nice. But I'm wondering what the intention of the white tops of the larger trees is. They look like flowers? (Definitely a different colour, because the highlights on the smaller trees are much dimmer.) I hate to complain, but compared to the nice trees, I think the grass looks quite a bit like...