Search found 1189 matches

by kylekrack
Thu Oct 29, 2015 12:37 am
Forum: Q&A Discussion
Topic: How simple a story?
Replies: 8
Views: 2148

Yeah, Giz sums it up pretty well. My projects tend to be infinitely more successful when they're meant to be short. The more complex it is the less satisfied you'll be when it comes out feeling simple. I'd say if you want to learn the engine use the JRPG cliches. 4 heroes, big boss, and 3-8 dungeons...
by kylekrack
Mon Oct 26, 2015 4:12 am
Forum: Game Discussion
Topic: Drawing stuff, the time-consumiest task
Replies: 13
Views: 4715

Foxley wrote:Is that the Vietnamese Pokemon translation?
I think so, but it worries me that you are already familiar with it.
by kylekrack
Mon Oct 26, 2015 2:44 am
Forum: Game Discussion
Topic: Drawing stuff, the time-consumiest task
Replies: 13
Views: 4715

First of all, you have some fantastic points and suggestions there. Just last night I was playing some old Gameboy and Gameboy Color games and found some inspiration in the lack of resolution and color diversity. This is kind of a boring example, but the Pokémon games have always managed to have a s...
by kylekrack
Sat Oct 24, 2015 12:59 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 335895

Man, those trees are great! I hate drawing trees. How do you choose colors for the trunk? I always just used the typical brown ramps in Neo's and they always look super bland.
by kylekrack
Wed Oct 21, 2015 2:30 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 335895

@BMR: I don't think the roots on those trees are too unrealistic. I'm not even sure what that means. In a fantasy world, anything can happen. However, those are some really uniquely drawn trees, which is a good thing. They'll stand out. I think instead of trying to change the trees to work on the ba...
by kylekrack
Mon Oct 19, 2015 6:06 am
Forum: Q&A Discussion
Topic: Battle Animations
Replies: 26
Views: 5704

I can't help you with that but I just wanted to say I'm trying to make a first person battle system like Void Crypt. I've positioned the hero sprites along the bottom of the screen and they are little faces that serve as representations of the heroes rather than full sprites.
by kylekrack
Fri Oct 16, 2015 5:57 pm
Forum: Game Discussion
Topic: Dissolve Animations
Replies: 7
Views: 2538

Yes, that's the line I have currently. And yeah, I imagine it would not be a safe way to do things. I wasn't sure how the slice tree of heroes and NPCs worked. Thank you for clarifying.
by kylekrack
Fri Oct 16, 2015 4:07 pm
Forum: Game Discussion
Topic: Dissolve Animations
Replies: 7
Views: 2538

I used get hero slice(me) but reading the dictionary is showing me that's not the way to get the sprite slice. Opps! Will getting the first child of the hero slice be appropriate? EDIT: Well, it works. This is actually pretty nice. Maybe you could make an idle animation for when the player isn't mov...
by kylekrack
Fri Oct 16, 2015 3:21 am
Forum: Game Discussion
Topic: Dissolve Animations
Replies: 7
Views: 2538

I added a separate sprite in front of the fairy that is just the body so the wings appear to move independently. The body doesn't get squished this way, but it looks a bit odd. I was also considering using the flickering dissolve pattern to have a ghostly ghost look even more ghostly. Ghost. You cou...
by kylekrack
Fri Oct 16, 2015 12:54 am
Forum: Game Discussion
Topic: Dissolve Animations
Replies: 7
Views: 2538

Dissolve Animations

I don't know if anyone has done anything with these, but I put together a demonstration to show how the dissolve animations can be strung together forwards and backwards to make fluidly recurring animations. They aren't much special, but they may give you some ideas for uses in-game. They could be u...
by kylekrack
Fri Oct 16, 2015 12:50 am
Forum: Games
Topic: Animation Tests
Replies: 0
Views: 1594

Animation Tests

I made a tech demo demonstrating how some of the 'dissolve' patterns can be used outside of enemy deaths to create interesting movements. The .hss file is included and has commentary (mainly for myself, but hey). The animations are on timers, meaning they can work alongside other scripts, just not i...
by kylekrack
Mon Oct 12, 2015 11:27 pm
Forum: Game Discussion
Topic: Staying in the Know
Replies: 10
Views: 3459

In the past week or so, Master K and I have started work on a collab game of our own. It started out with very little direction, but as we talked and threw out ideas, some pretty fantastic things began to form. The player takes the role of a time travelling protagonist who appears much more youthful...
by kylekrack
Sat Oct 10, 2015 2:04 am
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361374

Spoonweaver wrote:Why is she in a bikini in the snow?!
It's called armor, Spoon. Duh.

EDIT: Hold on, I should specify. It's Battle Ready Armor.

Image
by kylekrack
Fri Oct 09, 2015 9:49 pm
Forum: Q&A Discussion
Topic: Battle Animations
Replies: 26
Views: 5704

Battle Animations

I have two questions. 1. Is there any way to make hero sprites animate for attack frame A and frame B, but not walk forward? There is a standing cast Attacker Animation, but none for a standing strike. Is there any other way to make that happen? 2. Is there a bitset anywhere to stop heroes from flin...
by kylekrack
Wed Oct 07, 2015 9:36 pm
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 335895

@Fenrir: Those are some of the best trees I've ever seen in a 2D game. I only say that because I think it's kinda difficult to compare 3D to 2D... But regardless, those are fantastic. I love the diversity. That's something you don't see often. @Bob: I'm running 10.10, so I might try McGimp 2.9. Than...