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TIX

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Everything posted by TIX

  1. I can take a look in this.. can you point me to the latest binary ?
  2. fyi I have withdrawn my support and assets from this project too !
  3. Hey ! I can freely share all my graphic assets of Abbey, but only for use outside the A8 ! I still believe this port will get completed, we had longer periods of radio silence in the past πŸ˜‰
  4. Sorry guys, I haven't heard from @fantΓ΄mas for a while.. in the meantime I'm working in another port of the game for a platform than I cannot disclose for now. Regarding the A8 port, hopefully no new is good news ?!?!
  5. The "smoother" falling rocks makes for a noticeable improvement to my eye, the falling speed seems to be actually more fair now. Dodgecoins rolling of the edges of rocks is a cool effect, it's one of the things I liked about Boulderdash physics ! I also like that the crushers are now actually "hurting" the little guy (or it looks that way) !
  6. I don't pretend I understand any of these funky limitations.. I just draw pixels for fun !
  7. check the new wyrms below, they are now animated and can slither freely next to each other ! ..and since you are moving to a roomier environment, they are now using 28 characters (if I count them correctly) 4 heads pieces 8 tails pieces 8 body pieces 8 corner pieces
  8. aha.. got it ! I forgot that it can turn on a dime πŸ™‚
  9. I probably misunderstood, but why do you alter the body width ? I went ahead and drew a wyrm that is symmetrical vertically and horizontally, this wyrm uses the same number of (5x10) characters as yours, but I added 4 extra corner body pieces to ease the transition: 4 head pieces 2 body pieces 4 corner pieces 4 tail pieces
  10. Yay tails !! If you give me the "specs" of the wyrm, I'd like to give it a shot..
  11. also, some things I noticed graphic wise: I really love the falling water, sometimes the cogs of the grinder are in "sync" (I don't know how to better put it), there is no "turning the faucet on/off" animation anymore ? hit it with the pick axe was pretty cool ! sometimes you are using the "impatient-taping-his foot down" frame as an in between, in my opinion it doesn't look very good, you can use the appropriate frame from the full rotate animation I have prepared. why the worm doesn't have a tail ? πŸ™ƒ
  12. or it can still fall on you but now you just collect it, it would be really cool to just go under a huge column of geos start a chain reaction and eat the whole bunch !
  13. Astronaut guy (v9), left/right run has been tweaked, also the new moves are finalised.
  14. Astronaut guy (v8), 3 bottom rows are the new moves, also the updated "creatures" set, that (among others) includes the grinder..
  15. Great, let me tweak them a bit, I'll send you the final sheet in a moment. "the grinder" sounds fitting !
  16. Is something like this to your liking ? I kept it simple with 1 frame only, but I think it's working. I reproduced the faucet by eye so it might be off.. I've also done an alternative faucet design to alleviate the top distance.. look to the right for another element you can add to your collection.. it's the crusher (ok the crusher is already taken), rotating cogs that smash to powder everything that falls through them, including our hero 😲
  17. this worked great ! no problem thanks man for me, this is a stress free hobby, it not necessarily have to lead to a finished game, so I may do some more animations or not, it's all for fun πŸ˜„
  18. Hey, I love the progress, as I see it, you have more than enough material to span several games πŸ˜€ The latest binary (22_52_52) crashes Stella for me.. Player movement seems smoother, I really love the water effects, the new faucets and running water work great (how about an object that floats ?) I'm currently recovering from covid, but I'm thinking some swimming animation will compliment it further, if there is space !?
  19. I have drawn some obstacles/terrain tiles for various uses like the "unobtanium" πŸ˜‰, just to keep the ball rolling 🀘
  20. Just to add an idea to the above, since the game is gravity based and everything is falling down (or up), the astronaut should obey the same rules and not be able to simply "walk up", so when stepping on a vertical shaft he simply falls down and we introduce a jetpack for going up ?!? you can put your roaming pixels to good use !
  21. I have started experimenting with some 5x10 baddies (don't mind the colors), it's tight but some cool stuff are possible ! Among others, I have a preliminary centipede (as a boss) it moves like the slerg but it can kill you.. Since you introduced the upside down thing, see at the bottom right (inside the yellow border) some animated arrows. Also on top right (inside the green border) a couple of mines !
  22. Looking great Andrew, there seems to be a problem with the "dig down" animation, he is supposed to jump while digging, but in game he actually goes lower.. . . slightly modified digging down animation (v7)
  23. Latest sheet (v6), including new 4/way digging, everything is aligned to 16x30, I have also deleted the "left facing" frames. standing still running up running to the right running down digging to the right digging up digging down idle animation 1 (checking watch) idle animation 2 (jump in place) idle animation 3 (impatient) idle animation 4 (jump and wave) idle animation 5 (stranded crying full rotation crashed
  24. I have already arranged the standard 8x30 sprites to a grid (1), but what about the frames that are wider than 8 pixels ? how do you prefer for them to be arranged ? Till now I was aligning them to the left (2).. Is the 3rd option what you need ??
  25. Lava effects are looking great ! You can add time restrictions, like the suit will dissolve after a period of time so you have to get out of the lava to cool off.. something similar can be done with water/air.. athought he is already in a suit and has air πŸ™„, but anyway something like that ! . Haven't got time to work on additional animations lately, but I have started thinking about creatures, I guess the hero is the only high resolution sprite we can have on screen, so can you give me some specs for the rest ? for example the rocks and the slerg, are 5 pixels wide, but I can't figure out the height..
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