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Hayo

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3rd October, 2010 at 19:45:27 -

That looks really good.

 
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AndyUK

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5th October, 2010 at 01:59:21 -

It sure does. What sort of game is it anyways?

 
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Solgryn

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5th October, 2010 at 06:33:10 -

It's a 2.5D (Walking up/down and jumping) beat em up =

 
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alessandroLino

I create vaporware

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6th October, 2010 at 00:02:48 -

Just a little question: UI elements are counted as actives right?

 
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AndyUK

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6th October, 2010 at 00:21:29 -

Not if they're just text.

 
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alessandroLino

I create vaporware

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6th October, 2010 at 00:57:34 -

Hmm, so if i want my text white, i'll have to put white in the background pallete? Or can i put white in the actives pallete if im having some icons along with text?

 
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AndyUK

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6th October, 2010 at 03:49:23 -

Oh I never thought of that. Um you can use any colour from either palette for text.

 
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Eternal Man [EE]

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6th October, 2010 at 16:02:20 -

I have a question about the actives sprite sheet. Usually, characters and enemies aren't perfectly square or rectangular, they are rather uneven. So when I puzzle together the sprite sheet I assume that you use the total "box size" of the sprite, like 16x16 or 16x24 or whatever size it uses.
The question is then; Should the sprite's tile size in the sheet be equal to the largest "box size" used by it, or can it be the generic stop animation?

Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?

And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?

//EE

 
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Marko

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6th October, 2010 at 17:57:43 -

...i finally got started on my entry!

 
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Jon C-B

I create vaporware

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7th October, 2010 at 00:50:29 -

i think sometime soonish all the people in this should post some pics of their game and what its about.

 
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Phredreeke

Don't listen to this idiot

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7th October, 2010 at 01:12:47 -


Originally Posted by Eternal Man [EE]
Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?

And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?



I think the sprite should occupy the same space as its largest animation frame on the sprite sheet.

 
- Ok, you must admit that was the most creative cussing this site have ever seen -

Make some more box arts damnit!
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Matthew Wiese

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7th October, 2010 at 01:18:36 -

I was planning on posting a video of my game's gameplay soon.

 
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AndyUK

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7th October, 2010 at 03:18:27 -


Originally Posted by Eternal Man [EE]
I have a question about the actives sprite sheet. Usually, characters and enemies aren't perfectly square or rectangular, they are rather uneven. So when I puzzle together the sprite sheet I assume that you use the total "box size" of the sprite, like 16x16 or 16x24 or whatever size it uses.
The question is then; Should the sprite's tile size in the sheet be equal to the largest "box size" used by it, or can it be the generic stop animation?

Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?

And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?

//EE



You can go a few pixels over in some of the animations. Just try to have a size in mind and try to keep it at that.
What I mean is try to keep everything roughly inside 8x8 16x16 24x24 etc so it is easier to keep track of what you have and what space there is left for other objects. Even if some of it is empty space.

But yeah i would say bullet object (or anything else like it) are as big as the biggest animation frame or direction. But again you can go a few pixels over.

If thats a bad answer it's because i can't really be strict with rules, it's just not in me.

 
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Marko

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7th October, 2010 at 07:13:34 -

Here's another question - i have a background object (tree) that i want to re-scale, size-wise. Though it is a "background" object in the game and has no animation, i need to use an active object so that it can be re-sized.

My question is, do i have to use the "active object" colour pallet or can i use the "background object" colour pallet for my tree?

 
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Lobot



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WINNER GOTW AUGUST 2010ARGH SignEvil kliker
7th October, 2010 at 09:53:28 -

I have a similar problem- I want my backdrops to be able to change colour, they need to be active for this. All the backdrops would behave exactly like backdrop objects except for this and would otherwise follow the rules...

 
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