Author Topic: Trio and Niko  (Read 136264 times)

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Offline Munchor

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Re: Trio and Niko: Falling
« Reply #45 on: November 28, 2010, 12:00:29 pm »


VERY WELL! I really like this

ASHBAD_ALVIN

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Re: Trio and Niko: Falling
« Reply #46 on: November 28, 2010, 12:01:08 pm »
thanks, that's about 15 tiles right there O.o

only 985 to go! :D

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #47 on: November 28, 2010, 12:06:33 pm »
thanks, that's about 15 tiles right there O.o

only 985 to go! :D

Always look on the bright side of life!

If you made them in computer (using MSPaint and then Tokens) it would be easier, but wAIT, sorry, this is grayscale :S

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Re: Trio and Niko: Falling
« Reply #48 on: November 28, 2010, 12:07:46 pm »
well, what I'm gonna hate most is making NCPs and such, my terraining skills are great but I suck making people.  though monsters are obscenely fun to create :)
« Last Edit: November 28, 2010, 12:08:00 pm by ASHBAD_ALVIN »

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #49 on: November 28, 2010, 12:08:59 pm »
well, what I'm gonna hate most is making NCPs and such, my terraining skills are great but I suck making people.  though monsters are obscenely fun to create :)

Monsters aren't hard because there is no such thing as 'monster's, you're free to do whatever you want. People? That will be harder because there are lines to follow :S

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #50 on: November 28, 2010, 02:15:55 pm »
I wonder what does it do that others don't?

Didn't you read it?

using my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness. :)

It's ASHABD-friendly! I like to use my own Dev tools to develop too, but I have none :'(

I of course read it. I asked because his explanation was not clear to me, so I asked more details. "It's ASHBAD friendly" doesn't tell me much. I want to know what makes it ASHBAD-friendly. If your respect goes down here this is why.
Mock screenie using some of my more recently added/made better tiles, this is what would be seen on a calc screen pretty much:



the style I'm going with for the tiles is simular to my normal style for comp games.  Not to brag or anything, I think these are great.  :)
I'm impressed with myself, but then again, I have been doing pixel art for almost 2 years now so I would hope I could make decent tiles.

If you have not noticed, trio and niko will be very graphical, and I doubt I'll be using less than 255 tiles in it, probably closer to 1000 to be realistic. 

Looks nice! Try to not have too many tiles, though. I think 200-300 would be enough for the overworld. That's unless your maps get very complex. Also I'll do a fixed version of the screenshot above reflecting more the grayscale levels on-calc

ASHBAD_ALVIN

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Re: Trio and Niko: Falling
« Reply #51 on: November 28, 2010, 02:22:21 pm »
yeah, for me, it looks like that second one on my calc..  I guess the 83+ just won't work great with the grayscale.  I'm fine with the second result, the first looks horrific, though.  thanks for that help, though!

Also, maybe I'll only need 255 tiles afterall, but that won't include NCPs and monsters and battle engine stuff. 

Well, since it's actually probably not gonna be in Axe, but rather a large asm flash app, I might try and make my own 4 level grayscale routines so that the tiles look closer to my ms paint pic. 
« Last Edit: November 28, 2010, 02:22:37 pm by ASHBAD_ALVIN »

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #52 on: November 28, 2010, 02:23:21 pm »
yeah, for me, it looks like that second one on my calc..  I guess the 83+ just won't work great with the grayscale.  I'm fine with the second result, the first looks horrific, though.  thanks for that help, though!

Also, maybe I'll only need 255 tiles afterall, but that won't include NCPs and monsters and battle engine stuff. 

Well, since it's actually probably not gonna be in Axe, but rather a large asm flash app, I might try and make my own 4 level grayscale routines so that the tiles look closer to my ms paint pic. 

TI-83+ doesn't look very well :S

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #53 on: November 28, 2010, 02:26:31 pm »
Yeah sadly this is an issue we discovered with every grayscale game on the 83+. That screen contrast is just too weird. Grayscale looks much less flickery most of the time, but you barely distinguish one level of gray. Nothing we can do, really, though. I think it will still look ok nonetheless, plus it will look epic on other calcs.

I think you should also have varied shades of grayscale for those tiles, though, like grass, dirt or even dark ground. It might look great for some maps.

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Re: Trio and Niko: Falling
« Reply #54 on: November 28, 2010, 02:28:38 pm »
I think you should also have varied shades of grayscale for those tiles, though, like grass, dirt or even dark ground. It might look great for some maps.

Sorry, I didn't catch that.  Do you mean to draw certain tiles with a different shade of gray, or just to make sure everything isn't based off one shade?

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #55 on: November 28, 2010, 02:36:33 pm »
Oh I mean for example if there's grass or sand that is a different tone of gray or even a snow or evil world. I was making a screenshot after my previous post to demonstrate an example. here is it:

ASHBAD_ALVIN

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Re: Trio and Niko: Falling
« Reply #56 on: November 28, 2010, 02:40:14 pm »
Oh I get it!  Like if there's snow on the grass, it gets a shade lighter, if there's lava, the water gets darker.  Yeah, I've done that before in games, but I forgot about that.  Thanks for that tip, I guess that would be pretty cool overall!

Yeah, I'd probably do that.  Then, if later in the game it turns to winter and it snows, the grass just goes one shade lighter.  And the trees (still working on) go almost pure white.

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Re: Trio and Niko: Falling
« Reply #57 on: November 28, 2010, 02:41:19 pm »
Yep that's what I meant. Another use can be if the game has dailight changes. Just don't go overboard with that, though, since you would need 2x more tiles X.x

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Re: Trio and Niko: Falling
« Reply #58 on: November 28, 2010, 02:44:56 pm »
yeah, that's right, unless if I could make a subroutine to darken and lighten the tiles in a way such that all dark gray turns black and the light gray goes dark gray etc.

I guess I could do that by switching buffers and then invert the back buffer.  Slow drawing, though.

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Re: Trio and Niko: Falling
« Reply #59 on: November 28, 2010, 03:20:41 pm »
I've been wondering how to do that, actually. I know how to swap the light gray with dark, make white light gray/dark gray black or make white dark gray and light gray black, but not the others involving changing just one single shade at once.

Try to not lose too much speed either. If you lose too much speed it might be best to just sacrify some space and use additional sprites instead.