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C

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Everything posted by C

  1. I'm trying to make a 8 bit retro game, but II'm a bit lost in the theory: If I make 8 bit style, should I make all sprites the same size (32x32, 64x64)? Even making those size I mentioned, I'm allowed to resize my sprite in the game? Because it will keep his "block style" Where can I learn more about how to make 8 bit sprites/art? Thank you!
  2. Hello!   I'm making a mobile game with retro style (8 bit) and I wanna make a music for my game with the same "style", I saw some forums that this 8 bit music are referred to chiptune music, something like that, and I wonder what softwares may I use to make this music. I don't know if someone already asked that, but thanks for the answers!
  3. C

    Chiptune softwares

    Does Atari 2600 has its own "sound style"?
  4. Hello!   How do you guys create animated sprites (specially 8 bit style)? You do manually (draw the movements pixel by pixel), or use a 3d animation and generate the images (Blender 3D)?   Thanks for the answer!
  5. Interesting comments, the kind of 8 bit style I wanna make is like Pitfall, or a bit of more resolution (just a bit):     Should I do all the draw manually? Or may I use a 3d software to generate sprites?
  6.       They looks very good!!! But I will have to buy them to use in a commercial game (well, it will be free but with advertising), so when I get money I will buy one of them or both. Anyway, thank you!!!
  7. Do you know a good tool to make sprite animations (instead of use 3d software)?
  8. Hi there! I'm doing a 2D game with libGDX and I wonder what's the best practice to positioning elements on the screen. I mean, should I use pixels to set a position for the element(sprite, image, etc...) or a relative positioning? Since libGDX implements Viewports you can define your dimensions and you just work inside your "limits" you established, but I don't know which option I should chose.
  9.   It wasn't my intention, sorry. It's just a form for say where I can put those elements.         Yes, this.   Thanks for the answers, helped me a lot!
  10. As frob was trying to tell you, pixels are not your units of measurement. Pixels are used to measure things on the screen, which is completely separate from where things are in the game world.   This should be obvious when you consider that the camera can go up and down, and then suddenly, “I should put my player at 135 pixels,” has no meaning.  Plus different resolutions.  If the player’s screen doubles in size, the ground should be 270 pixels tall. It clearly does not make sense to keep track of the player’s position (or any other objects’ positions) in pixels.     You have a game world on a static coordinate plane set. Separately you have a camera with its own width, height, X, and Y.  A scaling factor would be derived to indicate the ratio between your desired size and the actual size. You convert from the game coordinate to the screen coordinates every frame.   All game logic takes place in the game world (not the screen world) using fixed predetermined sizes etc.  There is just a conversion for rendering.  That is all.     L. Spiro     Yes! I realized that a few minutes when I did the last quote. I mixed the pixel and the position unit because I'm doing my background in Photoshop and the ground are 135px in the software so in the game programming I'm basing the units with the pixels of the image, if you understand me. Reformulating my question, I just wonder if it's good practice positioning my elements on the screen with arbitrary units or using relative positions (if there's another technic to use).
  11.   I think I understand you, but I did this question because I made a background for testing and the road of the background has 135px of height, so I think is better positioning my player at 135px on the y-axis. As you can see in the image, the gray pattern is the ground:  
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