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Messages - ottkosmoses

#1
Thanks for the hints on coding.

About the stitching: in my case it wouldhave been (also was, because i finished kind of half the characters) reasonable amount of work doing them in matter because limited spriteset (had in mind grabbing a sewing machine for backgrounds maybe). In Your case it'd been a freakjob. But one could argue that a rewarding one: these kinds on artefacts that remain are a touchable proofs of Your hard virtual work and may, for example, finance your work in kickstarter scenario. Share the hardborn (bleeding fingers) sprites for gold supporters as attachable emblems or whatelse. All kinds of scraps, sideproducts of development could become sweet reminders of a wellspent gametime when outside a virtuality. Im fond of anime and inlove with concept art books and other memorabilia. And in favour of all kind of recycling in general. As seen in the following poster - custom made could use some help of readymade if one is in a hurry.

Im not updated with the latest western franchises, Despareate HW may be out of fashion in 2013. Have to be two steps ahead always (devTime).

#2
I once started a fighting game with cross stitching. Based on Desperate Housewives series. Didn't know how to make games at all then and it wen't too slow so left unfinished. My approach was doing it by hand and then scanning the sprite animations. This made it align all wrong.
I have a question about aligment as well, wanted to post it inprogress thread but i was closed already.
Would you mind giving me a solution on this perfect dridbased walking. I have something in works that's based on famicom spritesheets and needs to step over every 8 pixels.

Very nice to see this stitching stuff come alive. Thankyou!
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