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Messages - TIfanx1999
Pages: 1 ... 392 393 [394] 395 396 ... 403
5896
« on: November 13, 2007, 04:00:00 pm »
ahh ok, very interesting.
5897
« on: November 13, 2007, 02:59:00 pm »
5898
« on: November 13, 2007, 02:40:00 pm »
QUOTE | that was my first horrible attempt at programming a couple years back ^^ not too good, but meh for learning ASM before basic (still duno basic) over thanksgiving. duno if i've really gotten better, but it's no big deal. source is there if you ever want to learn ASM
5899
« on: November 12, 2007, 06:38:00 am »
QUOTE | Nice work . Yeah the man could use some work and could maybe be a little smaller and I still need a cloud about the same size as the dog. |
K, I'll see what i can do. By smaller do you mean you want him shorter, thinner, or both? QuoteBegin --> QUOTE | hmm, just a sugestion, try making the mans head completely white. |
Yea, I see that too will do ^_^.
5900
« on: November 11, 2007, 10:18:00 am »
QUOTE | 72x32 is the standard I've used in both games, for all enemies. For instance: |
Ah, ok, didnt realise they were all that size  
5901
« on: November 11, 2007, 04:35:00 am »
QUOTE | 14 4-level grayscale 72x32 bitmaps (enemy sprites)
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hmm... Bosses? *Edit* with those dimensions perhaps some of them are dragon sprites  
5902
« on: November 08, 2007, 03:16:00 pm »
Yes, the animals did turn out pretty well, but the man is only so-so   . Edit: Im gonna try to work with the man some more, Im just not happy with him.
5903
« on: November 08, 2007, 03:12:00 pm »
QUOTE | My only concern with the maps is making them too large. Since we're talking about 16x16 sprites across a 96x64 board, spanning areas out too much would make the player feel lost |
This is true, the TI-83's resoulution is pretty small compared to that of say a gameboy color so 16 x 16 sprites can make areas feel "cramped". It is somewhat less of an issue in RPG's so long as they are random battle style. The only downside would be a player possibly missing other paths (or chests) that lie out of the line of sight (ie offscreen) I would assume you have an overworld map implemented, but perhaps maps of towns and dungeons might help somewhat . Just a thought to toss out there.
5904
« on: November 08, 2007, 03:00:00 pm »
Here are the man and the tree, the tree came out ok inverted but it seems the man looked better normally .(even though normally he is kinda ugly too   ) Ah well. What do you think? Is the tree size ok? should be 30 x 44 and roughly 1/4 of the screen. the man came out to be 6 x 16 and 8 x 16 respectivley.
5905
« on: November 07, 2007, 04:32:00 pm »
K, I will work on the man and tree tomorrow.
5906
« on: November 07, 2007, 02:48:00 pm »
Hello! and welcome to omnimaga. Please allow me to extend our standard greeting to you that we extend to all newcomers . Art_of_camelot drops a large bag of Omnimaga Peanuts? on Calc84.
5907
« on: November 07, 2007, 02:28:00 pm »
Here are a dog and bird, bird is 8x6, dog is 12 x8. If you like these i will continue and do the man and attempt the gigantic tree. Just let me know what you think.
5908
« on: November 07, 2007, 07:16:00 am »
I had to laught when I saw the title of this project, now i must smite you with the
5909
« on: November 06, 2007, 07:33:00 am »
QUOTE | With so much extra white space between each line of text, I would suggest moving to a more legible 4x5 font |
I agree, it'll make it look better with the slightly larger font.
5910
« on: November 04, 2007, 12:59:00 pm »
THE POST 13506583 The black and white tiles look great too, wasnt oxyale from final fantasy one where you have to go underwater in the barrel?
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