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Post by tbird on May 11, 2019 13:02:34 GMT -6
johnno56 If you would be so kind, could I bother you for some artwork, I tried a few times with an animated character and I am sooooo bad lol. Could you make me a character kinda in the same art flavor as my horrible tiles I have made. Run left/right, and jump.....total creative freedom to you.
There are the examples...and yes the last one is supposed to be a mountain, just to make sure there is no confusion lol.
Oh and size around that 32x32 or even 32Wx48H ....whatever makes you happy, good for me either way.
Thank you!
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Post by johnno56 on May 11, 2019 21:35:45 GMT -6
Ok. Just to make sure I understand your request... You are asking for a 32x32 or 32x48 animated 'spock-type' character. I am going to assume that the 'mountain' is not to be animated... lol... just kidding...
Are your current graphics designed to look 'retro' or are you planning on 32bit? Do you want individual character sprites or are you planning on importing a sheet and use a subroutine to extract each image? In other words, realistic or cartoon, type of characters?
I am certain that I have some characters that can be modified, or in a pinch download some 'free' sprites that can be modified, to make the characters you may need.
Are you sure it's just 'Spock' you want? Do you need any others?
In the meantime I will do some research.
Oh. Mountains. Will the game be a static scene or will there be a type of parallax arrangement. Having mountains in the extreme background a hills mid-ground may look a bit better. Do you have a sketch of the type of scene(s) you need. Or perhaps like a side scrolling mario-type layout. It's just that a screen full of mountain-alp images may look a bit strange. But, if strange is what you are after, then strange it is. I will research mountain peaks as well.
When do you need the characters? (in the meantime - you could just use rectangles until they are ready... lol)
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Post by tbird on May 11, 2019 22:31:03 GMT -6
The example pics are actual game pieces I made and am using, I could find characters to use but would prefer actual made pieces for the game, same style as the images above. It will be full parallax scrolling, same as my demo video I made.
I am using the same set piece, my smiley face dude is the main character, and some red cubes are enemies.
I am almost done the project manager part then I will have my problem solved.
Dont put alot of effort in, if you want to help, it is definitely no rush.
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Post by johnno56 on May 12, 2019 3:24:52 GMT -6
I had completely forgot about the two videos. I should have been more observant. My apologies. I have managed to locate a simple sheet of 'spock-like' characters. If I can I will attach some gifs I made. Left and Right. The sheet didn't have Run or Jump. But is this the style you are looking for?
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Post by tbird on May 12, 2019 8:44:22 GMT -6
Yes basically, and they dont even have to be that good lol. Running and jumping is a must though.
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Post by johnno56 on May 12, 2019 15:55:49 GMT -6
Not a problem. I will look for characters that are 'simpler' (I may be able to grab some old 8 bit images and modify them). Usually the 8 bit sprites have all the movements. Did you want any for the enemies or are you happy to go with the cubes / squares?
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Post by tbird on May 12, 2019 18:15:29 GMT -6
The enemies will be updated later also, but for now a main character is my main concern as far as graphics are concerned.
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Post by johnno56 on May 13, 2019 6:04:37 GMT -6
I found a sheet of little green guys. These are basically gifs just to demonstrate the movement. If you think they will do I will post a file of the individual sprites or place them all on one sheet. J gifs.zip (5.52 KB)
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Post by tbird on May 13, 2019 7:20:57 GMT -6
Those are perfect, and yes I much prefer individual images compared to sheets.
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Post by johnno56 on May 13, 2019 8:13:24 GMT -6
Done. sprites.zip (31.51 KB) I'm going to assume that you are using an extra wide level and only viewing a basic screen width. The placement of the platforms would indicate a 'free style' layout using collision detection and not an arrayed grid. The 'camera' would, more or less, remain on the player and the background 'layers' would move accordingly. Did you have any ideas about how the background layers would look? ie: Sky (day, afternoon or night) with or without clouds. Landscape (mountains, hills etc) It's after midnight and I am no longer running on caffeine... I think I need to get some sleep... I'm not making much sense...
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Post by tbird on May 13, 2019 9:00:01 GMT -6
I am using my framework, so there is no maximum height or width, so the level can be whatever really deep, really wide. Initially the first level is going to use just be width, and yes there is no array grid, everything is completely arbitrary placed, so pixel based. The camera will follow the player, and the entities on different layers simply move by fractions of the camera movement.
What the background would look like....hmm I was thinking of doing it entirely entity based so clouds, mountains etc... would all be seperate pictures...I will also try my hand at a large background picture but it will suck lol.
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Post by johnno56 on May 13, 2019 15:15:02 GMT -6
You are in luck. The parallax programs that I made uses large images. The trick is to match or tile the images. Normally I use two identical images. As one image moves across the screen the second will follow it. When the first image exits the screen it is attached the end of the second image etc... The only 'downside' is that the background can appear too repetitive. The solution is more that two images to cycle through but at the cost of memory. I will attach an incomplete 'endless' runner. Open it up and see how it works. It's not what you are looking for but it will demonstrate the principle. The 'runner' can move left and right and duck... go a bit lazy... Ok. Very lazy... and did not complete 'jump'. Enough of the dribble.... parallax.zip (601.01 KB)
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Post by tbird on May 13, 2019 17:15:55 GMT -6
Yeah the principle is easy enough, I prefer to hand craft the levels, it is using a scene editor so placing images is simply a click or two away.
Also for example if your largest images are on the furthest layer and there layermod is 5% movement of the player, then you only have to draw them across 5% of the level because it will never scroll past it.
This way there is no repetition and you can make it as unique as you want.
Nice example though, if a person had a ridiculously long level, then a repeating background would probably be necessary.
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Post by johnno56 on May 13, 2019 23:30:33 GMT -6
I would be interested in seeing a "5%" demo or an explanation of how its done. From the sound of it, it looks like it, would definitely save on memory...
In reference to your "try my hand at a large background image"... For daytime, perhaps a single colour for the sky, usually a little darker than sky blue. After all, you don't want players to squint while they play, because the background is too bright. Perhaps a gradient from dark blue at the top to pale blue at the bottom. For night, the usual splash of stars... not too many... works well. Clouds. Clouds can be anytime of day.
I find that 'simple' backgrounds are usually the best. Neat and clean and won't (or shouldn't) distract from the play...
Did you mention that you use a graphics editor? If so, I'm sure that there will be tutorials to help out...
If you find yourself 'in a spot' and need help then just ask...
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Post by tbird on May 14, 2019 7:29:37 GMT -6
Quick explanation: Lets say your level is 5000px wide, and your farthest layer moves 10% of the base layer value. So when your character or 'camera' has scrolled the full 5000px the background images only offset 500px, so when placing the bg images in editor you make sure that the bg on the farthest right (or left depending on which direction your going) with its width into account goes past 500px then you will never scroll past it. I hope that made sense, if not I will make a short vid showing in the scene editor how the images do not get placed past a certain point.
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