F4D just started

Posted by m3k3 on Dec. 14, 2011, 4:43 p.m.

Hi, I started.

Now what?

Looks like everyone is posting a devlog. It seems almost like a competition rule.

I've started a few hours ago. I've started making a snow-tile set. I think the hardest is to choose the appropriate color. I just cant white everything, that would look far to simple, white (0xffffff) is the brightest color and I don't want to use it for snow. Think about explosions and other effects. If the snow uses pretty much the brightest color how can I convince the player that explosions are bright and powerful?

I can't decide to keep the snow on the trees or to get the snow off the trees. If I keep the snow on it just blends into the scene and at this low resolution you can't really see much of a tree.

Screenshot, right:

An empty scene testing a tile-set.

I'm deciding if I should build an external editor. The problem is, I want something simple. However game maker's room editor can only place instances and tiles. It just seems to be not enough. How do I know which part of the terrain is passable? How do I know at what height level I'm at?

These two seem simple problems however I only put image slices in the tile editor and only instances in the object editor.

Sorry for my WURST English errors. (if I have any)

Edit: testing out some basic guns:

Comments

LAR Games 12 years, 10 months ago

I think you did a great job on the graphics. Judging by the layout of the level, I assume it's going to be some sort of tower defense game?

m3k3 12 years, 10 months ago

@anthonyloprimo: That's a great idea, didn't think about it.

@LAR Games: that's 100% cake. I just sent you a 100% correct.

Guns are too small. There is just not enough pixel space to make 8x8 pixel rotatable guns. (they'd end up looking like an unrecognizable blob of pixels) The one in shot is about 12x4, it's extremely simple. If they are placed next to each other they overlap in a very ugly way.

Cesque 12 years, 10 months ago

I kind of like the way they look. If you're worried about blur, only use a limited number of angles (north, north/east, east, etc), like the strategy games of old used to do.

And maybe just prevent the player from placing guns within one space of another gun? If you want the player to build mazes, add something different for that purpose, like a wall made of solid snow :p

m3k3 12 years, 10 months ago

yeah you're probably right, i should pixel everything. It will all stay sharp and clear and in the same style. Also when rotating it rotates around a pixel. This is bad because the center is between pixels and the guns kinda wobble on that pad they're mounted on. So i should pixel everything. Maybe I can fit in the 8x8 tiles. That would rock :)