Search found 832 matches

by Foxley
Mon Jul 06, 2015 1:58 pm
Forum: Game Discussion
Topic: Drawing stuff, the time-consumiest task
Replies: 13
Views: 4715

Drawing stuff, the time-consumiest task

Does anyone else feel that drawing pixel art is the most demanding, time consuming part of making a game? For Hollowkeep, I'm gonna need to draw around 30 backdrops, which are only 180x140. But I didn't even finish drawing one of those over the weekend, because of stuff like drafts, sketches, messin...
by Foxley
Sat Jul 04, 2015 6:57 pm
Forum: Game Discussion
Topic: VOTING & Discussion : One-Month All-Mouse Left-Click Contest
Replies: 28
Views: 10956

These aren't my votes, I'm just posting mini-reviews. Hollowkeep This is a really fantastic start to a game! Love the graphics and humour and point-and-click system. I wish that the end of the demo had more clearly been marked, though. I only realised that I had missed something when I read what BV...
by Foxley
Wed Jul 01, 2015 5:04 pm
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 335826

I did that thing near the bottom as kind of an afterthought and I was getting tired and just wanted to have the sprite looking done-ish before bed. I think it looks OK but I definitely intend on trying to improve it. I was thinking something kind of like a dither effect but on an outline, I might ne...
by Foxley
Wed Jul 01, 2015 4:01 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 335826

That looks gorgeous, the production values bring Elder Scrolls 1 & 2 to mind.

And thanks. Here's something else I did some experimenting with, I quite like how it came out.

Image
by Foxley
Wed Jul 01, 2015 3:11 am
Forum: Q&A Discussion
Topic: Room/scene fadeout issues
Replies: 7
Views: 1812

I thought that in coding it'd be something along the lines of an infinity mirror or dividing by zero. That's good to know, though.
by Foxley
Wed Jul 01, 2015 1:45 am
Forum: Q&A Discussion
Topic: Room/scene fadeout issues
Replies: 7
Views: 1812

In any case, I've got it working exactly how I want it now, thanks a lot for the help. Here's the working code: script, screen fade, which, ticks, begin switch (which) do ( case (out) do (fade out all sprites (currentroom, dissolve:rand...
by Foxley
Wed Jul 01, 2015 12:25 am
Forum: Q&A Discussion
Topic: Room/scene fadeout issues
Replies: 7
Views: 1812

I'm confused... Are you able to run a script within itself? I'm seeing "fade out all sprites" inside of itself.
by Foxley
Tue Jun 30, 2015 11:55 pm
Forum: Q&A Discussion
Topic: Room/scene fadeout issues
Replies: 7
Views: 1812

OK cool, thanks. It's working now. Only problem is, it seems to work on the background sprite but not other sprites. I think this is because other sprites are children of containers or rectangles... Any suggestions on how to get those in there as well?
by Foxley
Mon Jun 29, 2015 5:42 pm
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361348

That sounds neat. One of the only kung fu themed JRPGs that come to mind is the Monk subquest in Live-A-Live. Which was short, but pretty cool. I'd love to try this game when it comes out.
by Foxley
Sat Jun 27, 2015 9:18 pm
Forum: Q&A Discussion
Topic: Room/scene fadeout issues
Replies: 7
Views: 1812

Room/scene fadeout issues

I'm trying to do a simple screen fade out by having every sprite slice (the backdrop and object/NPC sprites) in global variable "currentroom" 's slice collection do a dissolve animation before that room slice is freed. However, I get an error "waitfordissolve: invalid slice handle 0&q...
by Foxley
Sat Jun 27, 2015 5:55 pm
Forum: Game Discussion
Topic: Customized FPS inconsistencies in nightlies
Replies: 2
Views: 1050

Customized FPS inconsistencies in nightlies

When I test or play my game with the FPS tweaked to 60 in Edit General Game Data, it starts out at a smooth 60 FPS. However, clicking away from the game.exe window and then going back to it seems to reset the FPS to the default. It won't go back to 60 FPS until the game is exited and restarted. Just...
by Foxley
Fri Jun 26, 2015 4:27 am
Forum: Q&A Discussion
Topic: Using wait or wait-like commands that don't interrupt mouse
Replies: 3
Views: 1293

Using wait or wait-like commands that don't interrupt mouse

So using any sort of wait command pauses the mouse movement. I'd like to be able to do things like text disappearing or fading out after so many ticks. Is this even possible? Maybe using a for loop in the main mouse cursor loop that adds ticks to a global variable? I can't quite wrap my head around ...
by Foxley
Thu Jun 25, 2015 5:21 am
Forum: Q&A Discussion
Topic: Making tiny-font strings using sprite slices?
Replies: 3
Views: 1241

Awesome, thank you.
by Foxley
Thu Jun 25, 2015 1:09 am
Forum: Q&A Discussion
Topic: Making tiny-font strings using sprite slices?
Replies: 3
Views: 1241

Making tiny-font strings using sprite slices?

I'd like to be able to display numbers but the 8x8 character font takes up too much space in the hero character's box in the HUD. So I was thinking of making tiny sprites of numbers - walkabouts or box edges (which I don't use in Hollowkeep) - and finding a way to string them together so they're pla...
by Foxley
Wed Jun 24, 2015 6:13 pm
Forum: Game Discussion
Topic: VOTING & Discussion : One-Month All-Mouse Left-Click Contest
Replies: 28
Views: 10956

Yes, the default failure messages are something I actually already implemented but I hadn't gotten around to making a template where all the "you can't do that" responses are filled in and can be replaced with unique messages tailored to that object/NPC/item/etc. Just something I didn't ge...