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05-16-24 11:08 PM
0 users currently in The Pit of Despair.
Acmlm's Board - I3 Archive - The Pit of Despair - Hack screenshots New poll | | Thread closed
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jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6644 days
Last view: 6644 days
Posted on 01-07-06 07:15 AM Link
Yes, she's the girl in my layout
Hehe she's wearing a swimsuit I haven't finished her sprites yet.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6297 days
Last view: 6297 days
Posted on 01-07-06 07:26 AM Link
I thought that might be it, I just couldn't figure why exactly she would be wearing one in this context.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6299 days
Last view: 6296 days
Posted on 01-07-06 09:07 AM Link
The 2 new screenshots are quite nice !
The trees are still the big weak point to me, though... :p
Let's hope you'll have enough tiles to improve them in the end.
jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6644 days
Last view: 6644 days
Posted on 01-07-06 10:11 AM Link
Absolutely, those trees are a headache...
I tried adding a black contour to them (like most objects), etc., but they didn't look right.
The only solution is to spend some more tiles and a palette to them... And I think I know where I can make room. But it will take some (boring) rearranging...
But I must get it done before making any other levels.
jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6644 days
Last view: 6644 days
Posted on 01-08-06 03:48 PM Link
I remade the trees (actually I'm completely revamping the graphics), this is what they look like now:



Before


After

One question BTW, anybody knows how to change the palette used by the status bar counters? I'd like to use those palette entries


(edited by jp on 01-08-06 02:48 PM)
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6358 days
Last view: 6297 days
Posted on 01-08-06 04:41 PM Link
This hack looks really good. I like original ideas and stuff.

Anyway, to the point: HOLY CRAP those are some good looking trees you have there.
jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6644 days
Last view: 6644 days
Posted on 01-08-06 04:57 PM Link
Heh they were a problem at first because they looked horrible, and later because they made the rest of the graphics look bad! That sucks too! So I had to redistribute the palette entries and give a couple more shades of colors to the rest of the GFX.

Now my problem is I'm running out of 8x8 tiles...
The old trees used 21 tiles, the new ones take 53!
In some leves I'll use a simplified set, or I'd lose gameplay (extra slopes, etc.)
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6299 days
Last view: 6296 days
Posted on 01-08-06 05:25 PM Link
The new trees are awesome.

If that can save you a few tiles, you don't have to put different fruits/flowers in each tree...
GodWar

Red Goomba


 





Since: 01-07-06
From: Germany

Last post: 6702 days
Last view: 6702 days
Posted on 01-08-06 05:36 PM Link
Hi "jp" can you tell me how and with program do you use to draw these amazing trees?
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 01-08-06 06:09 PM Link
Even though this got bumped by a not so important post, I'm going to praise your art again. This hack is better than secks. I love the looks of it. More concept art of Chiaki plz.
jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6644 days
Last view: 6644 days
Posted on 01-08-06 06:09 PM Link
Stifu:
Thanks! My concern now with the trees is that the pattern is quite evident for the inner tiles, but there isn't much I can do without adding some more.
As for the fruits and flowers, they only take 1 8x8 tile each, and also I've got plenty of 16x16s after reassigning the GFX and palettes.

GodWar:
I use MrClick's Tiled 0.54 . I doubt it's the best or easier program, but I'm very used to it and have used it for years. I don't remember why I left Tile Layer Pro and started using it, but I'm sure it was for a good reason. _¬
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6299 days
Last view: 6296 days
Posted on 01-08-06 06:22 PM Link
I'm also using an old and little known program to make sprites, because I'm used to it and because it lets me view animations... But what truly matters is the user, not the program. Unless you're using a really shitty program.
But a good program won't magically turn you into a good spriter.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6309 days
Last view: 6297 days
Skype
Posted on 01-08-06 06:33 PM Link
What little known program is that, I may be able to use it...
jp

Red Paragoomba


 





Since: 12-19-05
From: Uruguay

Last post: 6644 days
Last view: 6644 days
Posted on 01-08-06 06:47 PM Link
Heh, reminds me many years ago when I made games in QuickBasic, there wasn't any decent graphics editors so I wrote myself one. It had sprite animation too!

Sometimes I'm tempted to write in Visual Basic a tile editor optimised for SMW, but I haven't been able to find a way to display pixels fast enough... Pset sucks, API's SetPixel sucks almost as bad... And so far I can't get pointers or DirectX to work... (I'm so stupid! )
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6297 days
Posted on 01-08-06 07:30 PM Link
The trees looks more real now. Great work jp
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