09-13-2009, 12:04 PM
So what exactly are you programming this in now...? xna and c#?
Delicious Wonderbros
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09-13-2009, 12:04 PM
So what exactly are you programming this in now...? xna and c#?
09-13-2009, 12:06 PM
XNA
1up said that if the game is well-recieved then we can deploy it to Xbox Live.
09-13-2009, 02:06 PM
(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 also I'm really excited to see this as an X-Box LIVE download. I'd buy it :>
09-13-2009, 02:12 PM
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.
09-13-2009, 03:40 PM
Hey, um...
I have this: 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?
09-13-2009, 05:02 PM
Laughing at the Sonikku picture behind the book
09-13-2009, 05:04 PM
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.
09-15-2009, 01:46 PM
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.
09-15-2009, 02:04 PM
Because it doesn't change every so-often anyways:
09-15-2009, 02:11 PM
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.
09-15-2009, 02:16 PM
I never even mentioned remaking them, though.
Wasn't that the underlying point of your rant though...?
09-15-2009, 04:51 PM
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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