The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: pixel art

Picking away…

So the new implementation of the menu system is now completed and I’m pretty happy about it. There’s a few things I want to fine tune and ultimately add to it, but it has already surpassed the previous version by leaps and bounds, including code length. I was a bit worried as it felt like a big step backwards, but I set forth a plan and executed quite well.

I also started on making tiles, and more tiles. I’d like to say I’m getting a bit better at it, but to be honest, I don’t think so. I tend to over modify until I ultimately delete half the time. I’ve done a lot of research the last few days in terms of looking mostly at examples and some rudimentary tutorials on pixel art. It helps for sure, but it’ll be a grind for the long haul. I’ve got the first area planned out, just adding things to it before some real game development can begin.

I’m hoping the next update will show some fruits of the labor, but I’d rather under commit and over deliver.

 

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Taking way more time than anticipated…

Pixel art is hard.

Pixel art is very hard for me.

I hate that I’m not good at it. Currently, my biggest problem is maintaining perspective/depth with all the conjoining tiles. I’m constantly trying something, deleting something else, then, eventually, deleting it all. Frustrating to say the least. Then, I ran into a small issue. I forgot about the sprite size. I was wondering why something felt small and kind of awkward, then I made a placeholder for the character. Well shit. You see, it turns out the dummy sprite I was using I forgot to up-scale it to the new resolution from the old prototype. So, I tossed the new tiles in the dumpster.

Back to square one for tiling/mapping.

Let’s talk about a new addiction. (This is why I can’t do drugs, I’ve got an addictive personality.)

Magic. Magic the Gathering, magic. I kind of stumbled upon it the other day cleaning up some old storage items and found a collection I had started when Core 2015 came out. I remember being bored and decided to start collecting and possibly get back into it. I can’t say I’m really committed to the idea just yet, but I did download MTG Arena, which I did stumble upon on twitch one night when I was bored. What I had thought it was players playing real magic against each other (since it was a Friday night). After some research, I found the game on windows and delved right into it. I really liked how it trained you how to play, what cards do what and it’s very easy to learn, since the game has changed so much since I last played (some time in the ’90s).

Long story short, in the coming weeks I’ll finally complete the Core 2015 set, card 1 to 269. Of course I don’t have all the foils. It’s simply a mix of foils and regular finishes (since when did they have to make a special finish, like fuck off, it’s hard enough to collect rares). After investing some $, I started doing some research as to what set I may want to collect next, I was thinking Core 2019, but I haven’t been attached to the idea and looking at the extent of cards, I’m not sure the risk/reward is worth the investment to complete that set. I was looking at Ultimate Masters, and the list of cards and their prices got me a bit excited, until I saw the prices to buy boosters (and booster box). Yikes.

I’m a terrible artist…

I’ve known that I’m terrible at art for a pretty long time. I have a few issues with regarding pixel art. I’m indecisive as hell. I’ll rework the same few pieces countless times before I leave them alone, but then I’ll go back and hack them up again. I’m also pretty sad when it comes to color picking, there are a few go to colors I like to use and I just try and hash it together to make it somewhat…. nice. One other thing, I just don’t get enough practice. All of it is mainly my own fault, but it stems down to my indecisive nature. If I sat down and had a plan (which I definitely need more of), I could attempt more and get better.

I should also mention that I have a problem with shading/texture. My original plan for the game is to have a ‘clean’ look. So, lack of dithering and all that crap is going to be non-existent, for now. I truly understand this is going to hamper the look of the game, and will indeed turn people off of what I’m going for. However, this is my thinking, I see too many indie games (RPG Maker) that are either square-y or have a terrible mismatch of tiles. I’m hoping to avoid such a thing with everything having my own style.

Here’s where I’m at, yes, it’s not much, but there’s more going on under the hood and other prep that this screen doesn’t show.

The sprite is animated and can walk around freely. Now we’ll talk about the key things missing from the area. First obviously is the clutter and ‘decorations’ that fill up the rooms and such. Next is the obstructions and collisions. Of course the menu displays/HUD are also missing, but here’s my arguments for lack of showing at the moment. Remember my indecisiveness? That’s playing a key role at the moment.

So, for the menu I’m stuck between two ideas at the moment. A fast, easy inter-changeable items al-a Metal Gear Solid type (when you use the bumper buttons to navigate through your inventory), or a traditional, press the escape button and full up menu displays with different categories. The main reason I’m tipping towards the latter is that I can limit the number of required keys to be used. If I go with the former (MGS style), I’ll need to activate two additional keys. I’ve toyed with the idea of only using one action button, but it’s just that, toying around with the idea.

Can someone kill my indecisive nature?