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Author Topic: Eiyeron's pixel paint room  (Read 19905 times)

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Offline Duke "Tape" Eiyeron

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Eiyeron's pixel paint room
« on: December 17, 2014, 08:54:29 pm »
Oh meh, I started to pixelate again.
« Last Edit: December 17, 2014, 09:30:57 pm by Eiyeron »


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Re: Eiyeron's pixel paint room
« Reply #1 on: December 17, 2014, 10:27:20 pm »
Ooooh, nice :)
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #2 on: December 18, 2014, 07:06:33 am »
Ooh I like those loading bars and platforms :D

Also the bouncing ball :D
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Offline Duke "Tape" Eiyeron

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Re: Eiyeron's pixel paint room
« Reply #3 on: December 18, 2014, 08:08:44 am »
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.
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #4 on: December 18, 2014, 08:12:43 am »
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.
« Last Edit: December 18, 2014, 08:16:54 am by DJ Omnimaga »
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Offline Duke "Tape" Eiyeron

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Re: Eiyeron's pixel paint room
« Reply #5 on: December 18, 2014, 05:51:36 pm »
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.
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #6 on: December 18, 2014, 07:22:29 pm »
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)
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Offline Duke "Tape" Eiyeron

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Re: Eiyeron's pixel paint room
« Reply #7 on: February 08, 2015, 12:42:54 pm »
I think I got better at drawing this kind of things. A little.
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #8 on: February 08, 2015, 04:46:16 pm »
Ooh this is awesome. :D This would fit well in an HP or xLIBC game. :D

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Offline Duke "Tape" Eiyeron

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Re: Eiyeron's pixel paint room
« Reply #9 on: February 08, 2015, 05:41:26 pm »
My only regret is not having done a grass tile but I can't make them work or render pretty.
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #10 on: February 08, 2015, 06:58:46 pm »
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.
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Offline Duke "Tape" Eiyeron

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Re: Eiyeron's pixel paint room
« Reply #11 on: February 09, 2015, 06:33:05 am »
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.
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #12 on: February 09, 2015, 04:20:18 pm »
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.
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Offline Duke "Tape" Eiyeron

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Re: Eiyeron's pixel paint room
« Reply #13 on: February 09, 2015, 05:17:38 pm »
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.
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Offline xlibman

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Re: Eiyeron's pixel paint room
« Reply #14 on: February 10, 2015, 04:39:30 pm »
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.


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.

« Last Edit: February 10, 2015, 04:42:40 pm by DJ Omnimaga »
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