Phoenixan said:Right now, just characters and environmental stuff.Holy Crap said:Yeah, I'm no good at spriting really. I've tried, but... no good.
What do you need sprites for?
You know, plants, trees, random thing-a-ma-bobbers to make the game seem more populated and alive.
Kelvin already made a bird and a frog for me, and those really helped out.
Even if there are things I'd have to adjust the colors for, it'd partially help me out with time.
Right now, I'm using Graphics Gale, which is making the character art tons faster for me though, when before, I used Paint for everything. XD
You can access it because you have mod powers in RaytunesDrolpiraat said:BTW: See? Pirate-Community isn't down at all.![]()
PluMGMK said:Hmm, the dialogues are much too fast.![]()
That's just me pressing the action button a little too fast. I'll slow down a little next time.PluMGMK said:Hmm, the dialogues are much too fast.![]()
If you want I can upscale your sprites to a higher res while keeping all the detail.Phoenixan said:Well, as far as the sprites themselves go, I decided to go with 16-colors per sprite as a sort of general guideline.... which I occasionally don't follow.
As for 16-bit, it'll be an option for the game itself. It's native screen size is 320x240 (went with a lower one just because of all the pixel art I'm doing), but there's options for it to be stretched, ran at 2x resolution, or native. 16-bit or 32-bit is available.
The lower screensize just makes it capable for me to pack more detail into the sprites and worlds in the game. Making the game native at 640x480 was trouble enough for me, because I'd have to make bigger sprites.
As for the crash.. You could try out the one at Yoyogames' InstantPlay too. I used a rather old lighting engine in the early demo too, which doesn't even use surfaces (GearGOD's first lighting engine).