LASEReyes
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- Jedi QuestMaster
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Re: LaserEyes
The black text on white gives me GameBoy vibes. I wanted to do something unique with the HUD, but at the end of the day, I'm going to go with what looks natural.
Also, here's one with bricks and a black bg HUD: ...but now I'm just copying Bomberman II's style.
Also I don't like how the left bricks look like they're a level below the border,
Edit: This may look a little jarring, but here's another solution: I might need to make "straight" blocks to go in the middle.
Edit: In this setup, any blocks that fall within the center 3 columns will appear unslanted. I know we can't flip background tiles, so this would triple the amount of tiles needed for blocks.
Also I'm testing out how exits would appear at different column locations.
Edit: This is how wrap-around stages might look like. Yet another update: I've allocated five columns for the center and 4 for on the left and right for perspective blocks. I also made the brick patterns match when they're stacked next to eachother no matter where on the screen they are (I hope this saves on bg tile space).
Also, here's one with bricks and a black bg HUD: ...but now I'm just copying Bomberman II's style.
Also I don't like how the left bricks look like they're a level below the border,
Edit: This may look a little jarring, but here's another solution: I might need to make "straight" blocks to go in the middle.
Edit: In this setup, any blocks that fall within the center 3 columns will appear unslanted. I know we can't flip background tiles, so this would triple the amount of tiles needed for blocks.
Also I'm testing out how exits would appear at different column locations.
Edit: This is how wrap-around stages might look like. Yet another update: I've allocated five columns for the center and 4 for on the left and right for perspective blocks. I also made the brick patterns match when they're stacked next to eachother no matter where on the screen they are (I hope this saves on bg tile space).
- Jedi QuestMaster
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Re: LaserEyes
Long time no post!
Anyway, I made 3 new characters! Okay, more like one new character and two palette swaps. They're not exact palette swaps, but some tiles are shared. Also, I set us up some bombs: Unlike Bomberman, bombs must be ignited first (via LASER) before the fuse starts.
Anyway, I made 3 new characters! Okay, more like one new character and two palette swaps. They're not exact palette swaps, but some tiles are shared. Also, I set us up some bombs: Unlike Bomberman, bombs must be ignited first (via LASER) before the fuse starts.
Re: LaserEyes
This is all pretty neat so far, but you may want to consider making a new post (instead of editing) each time you have new content, because I completely missed the really neat-looking perspective graphics you did.
- Jedi QuestMaster
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Re: LaserEyes
I would've, but I didn't think anyone was that interested. I could do that from now on.
Anyway, I want to do something different than what Bomberman does with explosions. Seeing as I would like to have dynamic stage layouts without pillars pegged on every other 16x16 space (and some movable pillars), I'd need an explosion that also expands diagonally.
I drew out the bomb's max range if no unbreakable objects are in the way: Here's an animation (I'm not quite satisfied with it yet): This all uses bg tiles, so next thing to do is recount all my tiles and hope I'm not going over.
Anyway, I want to do something different than what Bomberman does with explosions. Seeing as I would like to have dynamic stage layouts without pillars pegged on every other 16x16 space (and some movable pillars), I'd need an explosion that also expands diagonally.
I drew out the bomb's max range if no unbreakable objects are in the way: Here's an animation (I'm not quite satisfied with it yet): This all uses bg tiles, so next thing to do is recount all my tiles and hope I'm not going over.
- Jedi QuestMaster
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Re: LaserEyes
Having pushable pillars adds another issue:
Here's my sprite palettes:
Here's my bg palettes: (first two are used for blocks, second two are used for lasers)
I think while the pillars are moving, they should use sprite tiles, and once snapped into grid, go back to being bg tiles. However, there are no sprite subpalettes that match the pillar's bg subpalettes. So I either need to recolor the pillars or do something glitchy like this: The sprite uses the last subpalette of black and white, while the background tiles shift grey and tan colors during movement.
Or I can just make the pillar monochrome while it's being pushed: (not all pillars will be able to be pushed, so maybe I could use this as an excuse to differentiate them?)
Either way, I don't think this is as a big deal as what's going to be coming up. Any suggestions are welcome.
Here's my sprite palettes:
Here's my bg palettes: (first two are used for blocks, second two are used for lasers)
I think while the pillars are moving, they should use sprite tiles, and once snapped into grid, go back to being bg tiles. However, there are no sprite subpalettes that match the pillar's bg subpalettes. So I either need to recolor the pillars or do something glitchy like this: The sprite uses the last subpalette of black and white, while the background tiles shift grey and tan colors during movement.
Or I can just make the pillar monochrome while it's being pushed: (not all pillars will be able to be pushed, so maybe I could use this as an excuse to differentiate them?)
Either way, I don't think this is as a big deal as what's going to be coming up. Any suggestions are welcome.
Re: LaserEyes
Monochrome pillar would be ok to me. It's very NESy, many games have such where moving things are temporarily slightly different-colored.
- Jedi QuestMaster
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Re: LaserEyes
This color scheme works great!
What do you think? It's the first subpalette, and it gives the block a pinkish tint. Here's how it would look: (I guess it could "shine" while a player is next to it.)- Jedi QuestMaster
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Re: LaserEyes
I really hate making these small updates, but I didn't like how the center pillars seemed wider than the angled ones.
I found a fix which also helps make them appear taller: All 3 perspectives: Edit: Or I could just do this: Edit: another small update, I changed the explosion:
I found a fix which also helps make them appear taller: All 3 perspectives: Edit: Or I could just do this: Edit: another small update, I changed the explosion:
- Jedi QuestMaster
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Re: LaserEyes
I counted all the tiles I'm using so far:
HUD / 'EXIT' text: 24
Lasers: 53
Stage Elements (bricks, pillars, boundary, bombs): 144! (the bomb explosion alone takes 48)
This totals 221 and only leaves me with 35 tiles for the cracked/breaking brick walls. I suppose the laser tiles could be loaded only when needed, but since they're changing all the time, would that be feasible?
Now for something a little complicated: how the player and laser will overlap: Fortunately, since the player is a sprite and the laser is bg, the player sits atop the laser tiles, which is perfect when facing up or laterally. Unfortunately, when the player is looking down, some work will need to be done: On the plus side, if the laser were over the player, it would align right under the players' eyes (all players will have the same eye height) when snapped to the grid: But if the player were to move down, the laser starting point would be janky (moving 8 pixels at a time).
Once I'm done with the rest of the brick tiles, I'll start coming up with solutions for the laser, but any suggestions now are welcome.
HUD / 'EXIT' text: 24
Lasers: 53
Stage Elements (bricks, pillars, boundary, bombs): 144! (the bomb explosion alone takes 48)
This totals 221 and only leaves me with 35 tiles for the cracked/breaking brick walls. I suppose the laser tiles could be loaded only when needed, but since they're changing all the time, would that be feasible?
Now for something a little complicated: how the player and laser will overlap: Fortunately, since the player is a sprite and the laser is bg, the player sits atop the laser tiles, which is perfect when facing up or laterally. Unfortunately, when the player is looking down, some work will need to be done: On the plus side, if the laser were over the player, it would align right under the players' eyes (all players will have the same eye height) when snapped to the grid: But if the player were to move down, the laser starting point would be janky (moving 8 pixels at a time).
Once I'm done with the rest of the brick tiles, I'll start coming up with solutions for the laser, but any suggestions now are welcome.
Re: LaserEyes
No, I don't think the laser tiles could be switched out. Especially with four players running around, every combination could be on screen at once.
For the bottom-facing player sprite, since the laser is always on, draw that sprite with a hole?
For the bottom-facing player sprite, since the laser is always on, draw that sprite with a hole?
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- Jedi QuestMaster
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Re: LaserEyes
Seems like the best idea.
By the way, I've been implementing all these assets into GameMaker Studio 2, so I haven't been working on graphics... until now.
So I decided to allow the player to walk and turn the character's head independently: (this is still incomplete) ['B'=turn head counterclockwise] ['A'=turn head clockwise]
While animating the player walking, I wanted to have separate backwards walking sprites from forward: So I made less exaggerated movements: ...unintentionally creating a smoother walking animation overall:
- Jedi QuestMaster
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Re: LaserEyes
Since the head now moves independently of the body, I think it'd be better to have overlapping sprites?
This would save on tiles, but does this mean I'm using four sprites already on a single scanline?
This would save on tiles, but does this mean I'm using four sprites already on a single scanline?
Re: LaserEyes
Yes, on those 3 or so scanlines where the bottom of the head overlap the top of the body.Jedi QuestMaster wrote: ↑Tue Sep 13, 2022 10:35 pmThis would save on tiles, but does this mean I'm using four sprites already on a single scanline?
- Jedi QuestMaster
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Re: LaserEyes
Darn. Then maybe I should just not overlap them and make more tiles.
But for GameMaker, I'm going with the overlapping (2 objects) method.
Edit: If I were to not overlap sprites in GameMaker, I'd have over 120 images! At least for NES, I can reuse some tiles.
Edit: Chart's done! Edit: Even though players won't have the ability to walk diagonally, I made some diagonal walking animations to be used while turning and walking.
But for GameMaker, I'm going with the overlapping (2 objects) method.
Edit: If I were to not overlap sprites in GameMaker, I'd have over 120 images! At least for NES, I can reuse some tiles.
Edit: Chart's done! Edit: Even though players won't have the ability to walk diagonally, I made some diagonal walking animations to be used while turning and walking.