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So what exactly are you programming this in now...? xna and c#?
XNA

1up said that if the game is well-recieved then we can deploy it to Xbox Live.
(09-13-2009, 03:46 AM)NorskSengir Wrote: [ -> ]Sorry to come off as an ass, but I'm sick and tired of poser-devs telling me how to do things and how cool RPGMaker/GameMaker/MultimediaFusion2 is when it is not really programming.
yeah sorry about that, bro

I didn't think I'd meet someone who actually knew coding :<

I just assumed you used MMF/GM/whatever like just about every other person here Very Sad



also I'm really excited to see this as an X-Box LIVE download. I'd buy it :>
Thanks for the support, man. Really appreciated.

I didn't come here to make sprites then make games, though.
I came here to make games and then sprites.
Hey, um...
I have this:
[Image: XNA.jpg]
And I have a full (legit, believe it or not) copy of XNA as well as a 360. Should I get in on the fun?
Laughing at the Sonikku picture behind the book
oh god that really wasn't intentional
hahahahahah
Vipershark just became way cooler.

But yeah, I think Raytheon was gonna make a tSR-wide project in XNA sometime soon (hint hint nudge nudge)

It's supposed to be awesome (hint hint nudge nudge)

Shit I can't up-rep you today because i've up-repped too many people today. And I just woke up.
Okay, another mini-rant for today:

Everybody interested in spriting for a living: sprite with dimensions where the size is a power of 2. While some programmers don't mind doing the extra work to make your graphics compatible, many hate it. Ripper should know this especially. Though if your "programmer" is a GM'er or MMF2'er it might not matter because animation works differently there but takes up more processing power. 2, 4, 8, 16, 32, 64, 128 are perfect. 80, 96, and all the non-powers of two that are multiples of 16 work well too. Also every frame in an animation must be the same size. And please line up your spritesheets in a grid with no spaces between frames. Thank you all.

However, his has created a huge problem with Delicious Wonderbros that I must talk to 1up about.

That is all.
Well since Wonderbro's was originally being designed in MMF2 it's only natural that you would have to redo a lot of the spritework to make it suitible for a multi-platform lirbary like xna in the first place. Typically though I don't really see Wonderbro's sprites being designed for functionality as opposed to aesthetics.
Because it doesn't change every so-often anyways:
[Image: timeline.png]
Well...those are artistic changes as a way of experimenting with different styles, not really changes in which you are keeping the same style, yet drawing it within the confines of the hardware's restrictions.
I never even mentioned remaking them, though.
Wasn't that the underlying point of your rant though...?
um, can't you just make the frame that size and the sprite within the frame any size as long as it fits?
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