J'avais été complètement charmé par "Pixel!" d'Arkedo. Le style graphique rétro mais parfaitement lisible, l'humour par les graphismes et les petites musiques chippy... N'ayant pas de PS3, par contre, je dois me contenter de l'étudier de plus près via youtube.I hope you have a PS3. Because if you do, you are able to play arkedo's … Continue reading Pixel! HUD
Category: user interface
Design Stories by Juicy Beast
Lately, I've been reading through the posts relating the design of "Toto Temple" by Juicy Beast studios. I especially focused on "Designing a “playable” UI that secretly teaches how to play" and "evolution through iteration" posts, in which the author meets my own "no tuto" guideline.In their game, going without a tutorial phase means that anyone … Continue reading Design Stories by Juicy Beast
pinky LEDS
I've spent too much of my hobby time trying to figure out why one object of my levels didn't work as expected, partly because properties were only encoded as obscure quadnary codes in the level editor. Now, I can give a nickname and a cpc-like SYMBOL statement to illustrate the block behaviour. Whenever a 0-3 … Continue reading pinky LEDS
So many palettes!
This time, I do it the correct way: I start mapping which (hardware) palette is used where so that I can later properly track copies that goes on all over the place and figure out why I can't properly load/store palettes in that "multipal" update.Many of the operations you can do on the PaletteWindow actually … Continue reading So many palettes!
Frame.flipX()
If you look closely at the animation in last week's post, you'll note that there's something slightly odd with Dumblador's turn back. He's not doing a mirrored animation: position of the "body" against feet has changed, feet order isn't the same, and so on. That's because I just flipped the body and kept the feet … Continue reading Frame.flipX()
Catching the eye
A few month ago, I was questioning the use of plain-dark tiles in game art. Facet pointed out four different ways to "catch the eye" of the player towards the region of the screen where things are "interesting" (and where they should focus to ensure the game is played well. Essentially, I retained level detail, … Continue reading Catching the eye
wanted features
There are things I would like to improve in each of my tools. Maybe it's a good time to collect them in one place. Various features I'd like to add to LEDS depend on the ability to display the map at once. I planned a radar widget in a corner of the TilesetWindow, but that's … Continue reading wanted features
SEDS interface revision with Atnas
One of Pixelation forum moderator started investigating tools for pixel-art (essentially game art) on DS/DSi. The only competitors listed against SEDS were actually animation programs (animatee and InchWorm on the DSiware). Pocket Pixies and Smoove are defunct homebrew. Yet, SEDS is still far from being user-friendly.My main problem with the interface is even with the … Continue reading SEDS interface revision with Atnas
Vu sur Internet …
J'aime assez bien la "jaquette" que les rédacteurs de scenebeta.com ont mise en place pour mon éditeur de sprite, lors de sa version n° 4. Elle me donne d'ailleurs une idée pour une extension d'enfer: encodez un bitly, et on "charge" l'image correspondante sous forme .spr directement comme spritepage supplémentaire ^_^Par contre, les échos qui … Continue reading Vu sur Internet …
Stacking Troubles
Fix a bug, another appear. Does that sound any familiar ? I had to reorganise the "window" that constitute my animation editor, so that I would no longer miss some data while saving my work. Those "windows" are widgets container that you can stack over each other. When the GUI engine needs to deliver an … Continue reading Stacking Troubles