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Messages - Eiyeron

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301
Art / Re: Eiyeron's Paint Room
« on: April 30, 2014, 06:14:59 am »
Bored at work. uses an imporved version of the program that created my avatar.

302
Miscellaneous / Re: Random YouTube Videos
« on: April 24, 2014, 01:05:15 pm »
The Horrible? Nononono, you mixed all : GBA, as SNES have 16bit soundchip. Game Boy (and Color) does have 4bit channels. The GBA has a worse sound than SNES because the soundchip isn't the same and is a cheaper one.

FUn fact : the SNES soundchip is a Sony one, did you guess why the GBA doesn't have one? (Hint : PlaySomething contract between Nintendo and Sony has been broken and thus they became "ennemies".)

303
Computer Projects and Ideas / Re: Supersonic Ball Android
« on: April 24, 2014, 12:58:46 pm »
THat could a nice idea, I should try porting it to Haxeflixel, multiple platforms and only one source code.

304
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: April 24, 2014, 12:57:08 pm »
Three months later, I got a game engine revelation : I'll drop real-time death detection for a "final blow". I'm not sure how I'll use it, certainly something like a multiplier based on Guts at damage/recovery calculation and then the characther will fall. Now I need to balance, so much abuse is possible with such last stand chance (like recoverying each time at 0 hp...)

To sum up : the counter will flow naturally to 0, and once it reachs 0 and with some event, the charatcer will be given a last chance final blow. Else it'll collapse at its turn. And now I just obliterated an difficult obstacle by not overcoming it! \o/
I'll maybe go into the source later. DOn't expect something but I'm interessed again in the game engine.

305
Axe / Re: [Axe game] 2048
« on: April 24, 2014, 09:50:05 am »
Toctave, here is a little tip : If you're on a phone, try setting your keyboard language to english, the auto-correction will try to correct into english words! ;)  :blah:

306
Humour and Jokes / Re: Weird/funny pictures thread
« on: April 23, 2014, 10:24:00 am »
Spoiler For FEZ spoiler:

307
Miscellaneous / Re: Random YouTube Videos
« on: April 23, 2014, 10:19:41 am »
Information : Game Boy's soundchip is actually 4bit.
Let's jump to 8 and hear this:

308
Reuben Quest / Re: Some Reuben Quest art (new and old)
« on: April 22, 2014, 02:31:27 am »
Crude 160x120 rendering of Reuben battles, missing several elements. Of course this just re-uses old but colored tiles and an extra menu inspired from the papyrus logo in the Reuben 1 readme:



And updated sprite sheet



Now that I think about it, if such game was made it would be a crazy amount of graphic data with all those monsters O.O
Mmh not really. 2^n colors can be stored in n bits. I remember Megaman made by a few sprites. You maybe can outclass color restriction by sampling your sprites in smaller parts (in preference repeatable)

309
Art / Re: NES graphics without restrictions
« on: April 18, 2014, 03:38:22 pm »
Yup, but it suffered of a poor reputation: it came after the GBA, so it was quite hidden by it. Quite the fun game it is.

Edit : to get back progressively on the topic's rail, the GBC is restricted but it's capable of a lot of colors (virtually 65k if you use double image).

310
Art / Re: NES graphics without restrictions
« on: April 18, 2014, 10:17:08 am »
Yes, sprites are more or less limited in colors, yet some devs were genius enough to give us 16-bit visual orgy.

EDIT : Realized that a alone screenshot doens't give justice: learn that the game does uses a clock to track if you're at day or at night (game time, not yours) and change smoothly the palette to give us a neat blue sky, then orange evening and a dark night.

311
Art / Re: Post your random sprites!
« on: April 18, 2014, 08:35:01 am »
So, I was UBER bored and I drew this awesome sprite of a guy holding some weird sock puppet thing with clouds and a beautiful sun in the background:



Then, I decided to color it:



I hope you love it, I put all of my soul into it (not really, as you can tell)!
That's a nice drawing but I have a detail you should revise : i you look closely, it doesn't have any width at some point in your arm. It's like his arm was thin at some point. BUt the rest is fine, fun and well drawn (I love the dithering effect on the top, it gives to the puppet a nice meshed look)


312
Axe / Re: Axe 2048 help?
« on: April 18, 2014, 08:28:58 am »
I saw that you didn't want the game to keep its grid intact after you quit and started again the game. That can be easily explained : you're using a part of your program as a buffer (the map), thus you edit on the fly the program's content. That explain what the grid isn't reset each time you launch the game. Fill the buffer with zeroes before editiing it! ;)

313
Casio PRIZM / Re: [BETA] Bust-A-Move
« on: April 18, 2014, 08:00:09 am »
Hey, I just took the original graphics, like the whole game itself! :p
I'll reorganize them, see if I can make some common sprites and add them to the game.

B-A-M will be, for sure, one of the heaviest game done for prizm!

314
Casio PRIZM / Re: [BETA] Bust-A-Move
« on: April 18, 2014, 03:13:26 am »
When i'm bored at work before starting.

315
Art / Re: Iron beads pixelart : my new hobby
« on: April 17, 2014, 06:00:46 am »
I should take pictures of my beads pillars. We have two pillar in a house, covered in bead pixel art! :p

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