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Post by nra on Jul 7, 2012 21:54:10 GMT
Hello guys)
Just now I had a hard time to simulate a right-to-left starfield with sprites and objects in AGD...
* Whatever, for now I tried to pixel-art a few sprites but found out that having a square proportions makes a sprite rather difficult to for me. Say, I need a heli with three phases: 0 degrees skew, 22 and 45 degrees, which depends on acceleration.
But one has either to make it Cybernoid-like, or leave some white space, what makes collision look weird. Also I forgot how to pixel such things more decently... And don't remember how to mitigate colourclashing, nor could to imitate some 'motionblur' of the main sprite via another 'delayed' one.
Perhaps there's a set of standard 16x16 spritesheets or some tutorial that could help?
* The second question is regarding the ingame music, how? And what specifications and recommendations?
TY
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Post by BiNMaN on Jul 10, 2012 17:58:28 GMT
is the veiwpoint over head or side on?
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Post by nra on Nov 3, 2012 21:07:21 GMT
Ok, I learnt to center and rotate my pixel arts a little, but still there's no topic with hints how to embed properly some tunes into ready AGD. As far as there're very many examples I still keep wondering...
May be a separate concise topic for newbies?
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Post by BiNMaN on Nov 6, 2012 20:57:53 GMT
the tunes in mine are stand alone, I try to leave enough space in memery for a tune which is called from a menu again separate from AGD
the menu then starts the game and AGD returns to the point it was called from in BASIC or assembly
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