I did some enemy sprites for the RPG4D competition. Amatubezen has been mysteriously unreachable for about a week, which is sort of odd.
The enemies are bug-like creatures of different species but the same genus. The genus is entirely sentient, with varying levels of intelligence. The most intelligent species have the most power within their bizarre political hierarchy. This is one species. It's a weak melee enemy.Someone let me know if the palette is too dark; It's hard to tell on my monitor, because when I first got my laptop, I messed with some settings somewhere and now there's more gamma than there should be.Also I've been working a bit on Settle. I figured out that the problems I was having on my friends computer with tearing between tiles was because Nvidia cards are garbage and I don't know why anyone buys them. Basically, they don't support port scaling in GM, and window scaling is just gross looking, so I decided the game will be fixed size at 800x600.Also I figured out how to blend sprites and I've been grossly abusing it.There's an option to turn it off in the menu, to increase performance a bit on older machines. Speaking of the menu; I also made a menu.It opens a new, non-persistent room. When you close it it returns to the previous room with a variable turned on that tells stuff not to reset, because you didn't actually leave.The way I have the last frame of the previous room in the background is through not having a background in the menu room. Then there's a transparent image that burns into the background for one frame before being destroyed. If this is a bad practice/can cause problems, someone let me know. Because I sure as duck don't know.Also I've been dabbling in CSS/HTML. More on that at a later date, maybe.Learning New Things
Posted by Charlie Carlo on May 28, 2012, 4:05 p.m.
the monster is looking pretty awesome. hell all of the graphics are looking good.
Hey thanks, man. It doesn't look to dark/contrasty? I guess it's hard to ask other people if it looks the way I want it to look. XD
Pretty cool pretty cool. Got some nice style on everything.
As for the menu, you can also use a surface or even a screenshot to show in the background instead of counting on the non-drawn background. But your method will probably work just as well.Another method is to freeze the game and wait for input, then update the screen for any hovering drawing or something of the sort. The mouse click would get the menu button pressed and either return to the game or show whatever options you have.@Alert
Well the process I have now works (I haven't tried it on other systems yet.). I was just curious if it was bad for some reason or another.@JuurianEvery page has a different background image and buttons, so I didn't feel like making an external style sheet for just margins and background color. Also, I'm new at this, so I don't even know how to have a mix of internal and external styles without confusing the browser/myself.nice grphics (sorry bd keybord) i hope you finish it some dy!
Why thank you. I really like your graphics as well. I played Darling Springs and was amazed at the graphics. Animations were a bit lazed, but I know how that is.
Empathy, what a foreign concept! Thanks.
Something that really amazes me is that the hero sprite is not image_angle:d! I could've sworn it was rotated and slightly anti-aliased because of that, but I zoomed in and checked the screenshot out more closely.
All I can say: wonderful.Nope, there's three jump frames, one for moving away from mouse, one for staying still, and one for moving toward the mouse.
Also, there's two walk animations, again one for walking toward the mouse, one for walking away. It's less stiff-looking that way.