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Everything posted by pkash16

  1. The title says it all. Basically, I've tried to learn pixel art through google searches and whatnot, but it just doens't seem to be working for me. I am a very technical person, and figuring out what pixel goes where is a struggle for me atleast. Alot of pixel art tutorials out there that I am finding are a bit advanced, so I wanted to know if anyone knew of good tuts for pixel art that helped you going in the right direction. I'm not looking for huge pixel art characters or backgrounds but just simple 32x32 or 64x64 sprites/spritesheets, but I can't seem to find something that helps me. Maybe I'm looking in the wrong spot?   The thing is, I find pixel art a lot of fun, but all of my art ends going horribly wrong in the process and looks nothing like what it was intended to look like XD.   Any Suggestions?
  2. pkash16

    2d game lagging.

    I know this is gonna sound dumb, but have you restarted your computer and cleared unnecessary start up programs? XD lol   Just my 2 cents. 
  3. So, in terms of what I was looking for, Kryzon, those are some good links! Thanks!    In terms of visually challenged, I'm not actually color blind or anything of that sort. Just as you are "musically challenged", I am "visually challenged". Sorry if that wasn't clear. What I was looking for was some kind of tutorial that walked through the lighting aspects of pixel art, because that's the part that troubles me the most. The shape and outline are easy(relatively of course, it still takes time, which is understandable), but picking what color to use and where always stumps me, which is what I meant by "it doesn't seem to be working for me". I've seem to have hit a wall in my progress of pixel art because I don't understand lighting and color choices, and I thought that maybe posting here would bring about some links that other people who are not particularly skilled at art used to put them in the right direction. I know that my art won't get better overnight, but I didn't want to blindly jump in, because i'm not particularly creative, and just need a push in the right direction if you know what I mean.  Clearly, I'm not good at googling things, eh?  . From where I was a couple weeks ago and where I am now, I am certainly getting better at making things look nice, and I think the links Kryzon gave were just what I was looking for. Thanks for the replies!
  4. I am currently about to start work on a libgdx game. All my previous libgdx games were messy and all over the place, and I ended up getting lost in my code. I know HOW to play music, draw to the screen, get input, etc., but not how to put it all together in a neat way.    In my past game I had used oop to make a game where every object was an Entity, and then I made a hierarchy - this is an example: Entity -> VisibleEntity -> Enemy -> RandomTestEnemy VisibleEntity contained a position,velocity an image file, as well as a render method.   This is obviously not the right way to do things, or atleast thats what i've been told. I read online that you need to keep classes simple and have a simple purpose. So, I would need to make a class that solely renders things to the screen, or solely handles input, not throw it all into one class. This makes sense, but I don't really follow how to go about doing it.For a simple game like all my previous projects, something like the above worked. However, I want to move on to bigger projects. For this, I need to find a way to put it all together.    With libgdx, I create a class that extends Game, which is one of libgdx's 2d library classes. With it, I can use the setScreen method to set the screen to different screens whenever I want. In the end, I would end up with 6 screens or so, including a settings screen, a level select screen, etc. The problem is what to do with the code in each screen. Do I handle input in each individual screen class? Or does it suffice to make a class called 'inputhandler' or something and then handle all input there? Furthermore, if I make a class called 'RobotEnemy' or something to that nature, do I put a render method in that class, or make an EntityRenderer class and render entities such as RobotEnemy through that way? What do I put in my "Screen" class?    In any case, I am confused. I know that there is no "right" way to do this, but I would like someone to point me in the right direction.   Any thoughts/links to good webistes/books?
  5. thanks for the link! Now, on to unit testing: I hate doing them. But as always, they are a necessary evil. Never really thought of implementing them in game dev, though. Thanks for the insight!
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