Oh meh, I started to pixelate again.
Ooooh, nice :)
Ooh I like those loading bars and platforms :D
Also the bouncing ball :D
4 pictures / post is few. This limitation should be removed for this category. I'll post in this post the pictures I did yesterdays that didn't made the cut.
You can always upload them to http://img.ourl.ca then post the links here. We kept attachment settings to a minimum because we only have 30 GB of disk space and we wanted to prevent people from flooding the board with thousands of 2 MB-large, unoptimized TI-84+ screenshots.
I could always remove the image limit, but the max per post will be 1 MB I think. I just don't want to have to delete attachments in the future if the feature is being overused. The attachment folder is currently capped at 1 GB although I think we could upgrade it to 4 at least.
Yeah, I could just post on Omni but I worried about the traffic usage from there to here and hope that this won't add any drama to what's going on (and I say) already.
I wouldn't worry about it if I was you personally. But yeah Now you can put as many files as you want in your post (1024 KB total, tho)
I think I got better at drawing this kind of things. A little.
Ooh this is awesome. :D This would fit well in an HP or xLIBC game. :D
My only regret is not having done a grass tile but I can't make them work or render pretty.
Looking at the result, it might not be necessary. It reminds me how Zelda A Link to the past still managing to look good even without textures on grass tiles.
Yeah I know, not having textures helps readability, but I'd like for once to achieve something neat in this tile category. Cobble walls are almost easy to do, you just have to make almost round stones and pile them like I did. It doesn't take too much tweaking to look nice.
Oh and by the way, I accidentally made the set work for 2*3 walls. I was working on 3*4 areas and forgot to wheck if it was working on smaller regions, so yeah, it works. I should try making intern corners and put it in an example. It's also the first time I use two tiles to make the wall.
Aah ok. I guess my mistake for those walls was to just start from a 8x8 square then draw anywhere. Also nice that you managed to get the set to work on smaller areas. This is often a concern for me when I sprite, because I always forget to draw one row. Also, another issue is 1x3 pillars or very thin walls, which can be necessary in certain situations, but nowadays I just use small rocks to cheat :P
As for corners they can be annoying sometimes because of how many extra tile slots they require. Thankfully in some games I managed to do away with them, though.
Sometimes, you have to cope with them. With the platoforms I'd like to do my game, this would'nt be too much of a problem, I hope so.
One solution could also be to program a dynamic wall or auto-tile routine where if you display a tile of a specific ID it is displayed based on what surrounds it, so if for example on the right side of the tile there's a cliff then it draws the edge of the platform. Shmibs did something like that in Axe Parser in 2010 and it looked cool.
(http://img.removedfromgame.com/imgs/1280784624-mrphdraw.gif)
https://www.omnimaga.org/other-calculator-discussion-and-news/random-stuffs/msg106719/#msg106719
Illusiat 12, ROL1, ROL2, ROL3 and Mana Force 2 also did something similar, but not as advanced: Only the bottom tile was checked, so that instead of the top of the wall or platform it actually drew a wall.
Yeah, I know about auto-tiling mappers, they're pretty nice to do and I hope being able to make them in a generic way that could help me compressing data. Unless this, I'll use Tiled for that.
On the HP Prime I think auto-tiles would be easy because you can easily split graphic data into chunks as you see fit. That won't be needed if your walls are always 2 tiles thick like in Zelda, though.
It might be slow, though.
Huuuh, I did the corners. What the hell it was a pain to do them but the result is epic as hell.
That looks even better now. :D The inner walls (inside holes) seems bigger in height, though.
I am wondering, can the walls be stacked on top of each others to form higher cliffs?
I haven't done multi-height walls. Yes the walls are bigger on the inside because I didn't want a perfect 50/50 ratio, it would have created a sort of grid.
Ah ok, although if you ever make castle walls where the floor is completely flat then it might look weird if some walls are higher.
A little 4-gray dungeon tileset, inspired mostly from Zelda GB.
Woah, those are pretty cool! And since they are 4 scales, we can use these in Axe. I might even make some game with it :D
Looks pretty nice :)
Looking very good!
What I should do AFTER Super Hexagon Casio.
Ooh those look nice. :D Is Stick Hero a computer game or something by the way? Regardless, a calculator version would be nice. I hope you do another calc program in the future once you finish and release Super Hexagon. :)
It's a simple smartphone game. Once I really get on it, 'should be fast to do. I really should get back on SHC.
Aah I see now. A calc port would be nice :).
WALRII LOVES YOU.
Oh noes! It's walrii's evil twin, iirlaw!
Oh, look what @BadPNG did when I sent this picture : there (https://twitter.com/badpng/status/571356122709233664/photo/1)
Wait what? ???
Just embrace the love of WALRII!
Or just run some shader on it with
gl_FragColor = texture2D(walrii, gl_FragCoord.xy/res) + vec4(rand(uv));
:P
I started with trying to put a sci-fi style to the font without changing it, ended with some tribal-like/organic patterns instead.
Wow that is really cool. It looks kind of like metal to me. I think that it'd be cool in an actual game.
Yeah it looks amazing :D
Ooh I like it. I notice it's 128x64 and 256x128. Do you plan to use it for a Casio game or something?
Nah, I just used this dimension because i'm used to it. And these colors can't be done on calc, unfortunately.
Oh I meant on the PRIZM, stretched up. :P
Mmmh. If I'm goign to do something on the Prizm, I'll go 320x240, the QVGA resolution. It'll fil to the screen minus 8 lines (or 16 I don't remember), it'll look like Bust-a-move's resolution. This is only to make hypothetical ports easier.
The PRIZM is 384x216 IIRC so it would probably be 320x216. You could also do 320x200 like some old computer games.
If I can make the asm thing to go full screen, It can to 228 or something like that.
EDIT : 224. 396*224, so yeah, only 16 rows are missing, it's not that bad. If it's ported on a QVGA, simple borders could be put for decoration.
Just make sure that it's not the HUD or other important things that are missing O.O
I remember playing some older console games on TV that didn't use a black frame like some SNES games (eg Final Fantasy VI) and the result was that on certain CRT TVs there were graphics I couldn't see on the sides of the screen >.<
What could you have lost? Important details? I remember some games weren't updating these lines, like TMNT on NES.
For example, if you make a 2D beat-em up game and the entire energy bar, score and lives section is gone missing, or if you make an RPG and you can't see your stats.
I doubt that for example, a straight port of First Fantasy would be fun to play like this:
(http://img.codewalr.us/ffmfvillage11.png)
Yeeah, If I were to port your RPG, I would go for graphical tiles or smaller font. :p
Quote from: DJ Omnimaga on April 03, 2015, 02:20:56 AM
For example, if you make a 2D beat-em up game and the entire energy bar, score and lives section is gone missing, or if you make an RPG and you can't see your stats.
I doubt that for example, a straight port of First Fantasy would be fun to play like this:
(http://img.codewalr.us/ffmfvillage11.png)
Makes me think of some game (Can't remember exactly anymore) that didn't support my screen size and i had to play like this <_<
Lots of legacy games doesn't support recent resolution. I remember Age of Empires II not wanting to get outside of 800*600, 1024*768 and 1280*1024... Oh and FX games are strangely working in Prizm : if you ever get into the grapgisms, may God have pity on you. ^^
Yeah, one notable example was Starcraft (640x480). And Interesting. I thought that FX games would crash or something when it comes to graphics. On TI calcs you have to change some code and memory addresses.
Yeah but you'd think that it would do some kind of resize to still make it fill screen, even if it has a greater resolution.
You know what really grinds my gears too? when a window is too big for you monitor and you can't close it / see the top
Quote from: DJ Omnimaga on April 04, 2015, 06:55:17 AM
Yeah, one notable example was Starcraft (640x480). And Interesting. I thought that FX games would crash or something when it comes to graphics. On TI calcs you have to change some code and memory addresses.
I meant Basic Games.
Oh ok lol, and yeah I remember how on the PRIZM they were scaled up automatically, unlike CSE BASIC games.
And Drawstat suffered from one change : when asked for no plotting the points, it still did, making graphisms ugly and not working anymore...
Ah right I remember that. It's a shame because look at what the Zelda guy did in pure BASIC on the 9860G. O.O
Eyup, it's a great thing he did there, but we would still suffer from the pixel tricks we had to use, like using some point cordinates to have some kind of line, and it wouldn't work on Prizm because of the 3* scaling factor...
This one?
http://www.dailymotion.com/video/xc71wy_zelda-demo-casio-graph85-sd_videogames
It seems so, I haven't tested it but I recognized the graphisms. (Zelda GB ripoff! :) )
That calc must be very impressive in terms of speed or at least the basic is like xlib.
Also I haven't played Zelda GB :(
Nope, you can set statistic graphs with two lists (one for X and one for Y coods), thus the calc draws the lines as it were a bunch of F-Line commands, but faster. And yeah, the calc is quite fast (28MHz)
I wish that trick worked on TI calcs. The worst part is if we move a stat plot sprite around it erases the screen >.<
Aw, yes so, it's why this trick isn't used on Ti calcs.
People still use Stat plots on TI calcs to do graphics but it's more rare. Usually it's to draw rudimentary maps made of sticks and everything else is drawn using other drawing commands. This Zelda logo is the most complex thing I did using TI's equivalent of DrawStats:
https://www.youtube.com/watch?v=N4agl7EbcKI
Whoa that looks quite cool :o
I specially like the Tricforce's rotation. Simple but effective.
That's very impressive. That could even just be released as a screen saver if you wanted to.
The triforce? It's just a cos*<the list which contain x positions)
No I meant the entire thing but yeah the triforce could be too.
Quote from: Duke "Tape" Eiyeron on April 08, 2015, 03:55:04 PM
The triforce? It's just a cos*<the list which contain x positions)
Still looks cool though :D
Sure! That's very fun and easy to do. The next thing easy yet fun are rotoscalers! :p
It looks like you are referring to a non existing post, Eiyeron ???
Nope, I was replying to you.
hm, i think i'm missing something :/
Nah, nevermind. Gotta pixel something tomorrow...
Quote from: Duke "Tape" Eiyeron on April 08, 2015, 12:45:19 PM
I specially like the Tricforce's rotation. Simple but effective.
Thanks, it's actually slow-ish but I guess it would do the job if we can exit during it. Sadly I never used that project stuff, though, but I still got backups. The logo is quite larger IIRC, though. (although way smaller than a picture file)
I tried to recreate it ( pure basic ) but the screen flashed too much. Edit. Monochrome
You just need to erase the sides and the middle, while redrawing some parts. On monochrome calcs it would probably also be faster than on the CSE (except maybe the CE) but I think xLIBC would be faster.
You could do a speed test if you wanted to. Or you could send me the monochrome equivalent. Btw, is that using xlib or not?
Pure basic, except switched to 160x240 mode beforehand.
The tileset of my roguelike project. The last tileset, spoiler, has been hidden. TO the people who are already dissecating my preview versions, please don't spoil them.
This looks pretty cool. Will you also use those redacted fonts? :)
There is a tileset under the redacted rectangle, I'm not using the "redacted" text itself ! X)
Aah ok. It would have a Coleco/NES feel :P
Oh lol, welp, I still have the space to put a full 8x8 alphabet inside the tilesheet! ^^
On a side note, would this console be fast enough to do some parallax scrolling? Also, what is the color depths supported?
I think so for paralax but there's a set 16 color palette.
But Eiyeron's mockup got more, right?
I don't think so, I recognize all of the colors that I see in the demo. Maybe you can define your own palette but I didn't read about it anywhere.
The only colors I added were the redacted area, the console itself supports only 16 colors. Parallax would be hard to do as the console only supports one map.
Aah I see. Hopefully it's not too restricting for my needs. I wonder if First Fantasy would be possible?
Beware, only 15KB of program source code. Each ASCII character takes one byte.
NOt really pixels, but I somhow got hooked again on Pokémon. I rushed the scenario in a few dozen of hours and always overleveled by around 7-10 levels. Welp.
Technically speaking, I really liked how the models were detailled for a 3DS game. THey didn't count the polygons and that shows. Bored, I wanted first to remake their shading material which gives a pseudo half-tone lightning to their Mons and give back that vaguely pixel-art era sprite shading. That goal was totally forgotten at the end due to the impossibility to Cyces to know how much light a model will get. Welp, I could have gotten away with a normal mapping and a color ramp but I was too lazy and I wanted a light/environment based shading...
I used the dumped 3D model of Bulbasaur found on Models Resources (http://www.models-resource.com/), played a bit with the model to clean it up (the second geometry for the eye pupils doesn't work on Blender, I had to use another texture for the eye/iris combo, fortunately given in the archive), got back on how to pose with a skeleton/rig/armature, played quickly with Cycles renderer to give the Saur a quick Toon shader due to lack of such half-tone shader and boink, you got it.
Actually, I have next to no knowledge on rigging 3D models, I have quite the pain to give hm a static and nice pose, forget about having any GIF or whatever you want. Oh and Cycles finally support non interpolated textures, God bless Cycles.
Wow that is awesome. I really think that it matches Pokemon's feel. Maybe you could shrink the image and do a 3d rotating bulbasaur? That would turn it into pixel art if that's what you wanted to turn this project into. It would be pretty original I think.
Mmmh. I already saw sets or things that would turn your scene into a pixel-art looking set, I need to get that again
Edit : Forget it, this is a mess of how-does-it-work and i-don't-speak-japanese.
Edit 2 : I just remembered about energy/light based ramp on Blender's internal render (not Cycles) which allow me to use a half tone shading. Gotta try this soon on another model. I made a lil Gif to show the differences between a classic shading and the same with the color ramp (affecting value to stay on 100/66/33/0 values, this making 4 grays.)
That is cool Eiyeron, especially the Bulbasaur :D. I wonder how hard it would be to create a 3D model of Walrii using the 4 directional sprites posted in the Walrii fan art thread?
DJ I'll try to make a 3d walrus eventually but I think I'll start in Minecraft. If anyone else tries it'd be awesome if you shared, good or bad.
Starting in Minecraft is ok. It could be done in 2D first then more depth gets added on one side depending of which part you are drawing, then you could remove the outlines or replace them.
Can Minecraft stuff be converted to 3D models?
Yep it can. I don't really have enough time to play any games right now, so it might be a while unless someone else tries.
Ah ok. I hope you get more free time soon :)
Streetwalrus asked me earlier to do something with Butterfree's model
(http://i.imgur.com/keXcMKo.png)
Oh and I forgot to put the Feraligatr I did days ago
(http://i.imgur.com/IgiZXrG.png)
Cool but parts of the butterfrees texture are low quality. I would recommend scaling it up in gimp or something to at least 4x with the smoothest sampling. Then you could define any lines that look blurry.
I used and want to use the original textures and not interpolating them, giving the same look than the games offer. Look at the other two, they have the same texture definition. But well, if I were given better textures I could use them.
Look very good Eiyeron. :)
Thanks sir. (-_(//)); That's only an expression of my lazy attidude against my refuse to read my lessons for the exams to come next week.
If you fail as a result, maybe you could punish yourself by making sprites and a map for a 16-bit style classroom :trollface:
A classroom you want? How much colors and what tile size?
The color amount is not very important to me. It could be 32-256 if you want with 8x8 tiles. It isn't for a project, though, so you don't have to do it. I was more kidding around :P
Was bored yesterday, remember a tip from some artist to draw low-res orbs, tried to get the most coherent looking color combos with Dawnbringer32 and them scaled them to 16*16 to see how they would look. (They look nice and could be part of Bust-A-Move if I'm ever continuing this project. Custom levels or such things.)
They look nice, glad to see that you're making stuff again.
Yeah, I more or less lost the handle of pixel art and have to get back on the road of spriting to not get too much rusty.
Keep on working, your stuff is quite good. Also if you're still into pico 8 dev a game like crawl (http://www.powerhoof.com/crawl/) would be awesome.
Wow, I like them. The spheres are pretty smooth too :)