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About Eliza

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  1. Okay, coming from a Computer Science major with a bachelor's degree and an Associates degree--   The game industry is brutal. It's the glam job of the programming world that's not so glamorous when you're in it working mandatory overtime. I ended up spending all my professional, employed time programming web dev stuff outside of the game industry, and by the time I got out of that (four years later) I couldn't even remember a time that I had fun with code. I'm doing indie game development now (C# with the Unity Engine), but the only reason I have the time is because I'm sick with a chronic illness that wouldn't let me work a 'normal job' anyway.   As far as the degrees go-- at this point, I'm not sure they're worth it. I never did anything with my AA, and the bachelor's is nice... but the more American education bubbles, the less I believe in it. On the other hand, we're living in an age of unparalleled, free information. So... if you are able to learn on your own without a class, you might consider saving your money and learning on your own. Game development is one of those things you can prove with a well built project in your portfolio instead of a fancy looking degree.   As for the head start? Grab an engine and start making games. My first try was a quidditch game I made back in 1998 in Visual Basic and MS Paint bitmaps (needless to say, it was terrible, but even then, XP is XP). Grab the Unreal Engine or the Unity Engine, sketch out a very, very simple goal, and start working. Grab some free creative commons art and try to make pong. Your first games will be awful. Make them anyway, toss them over your shoulder, and don't look back.
  2. Eliza

    How to make 32 bits sprites

    Haha. Megaman x6 is a bit more than 32-bit, and from that reference it sounds like you're looking for a sidescroller setup. If you want to make it all on your own, all you need is an image editor of some sort, as the people above stated. Paint in Gimp, export as transparent .png files, load it into the game engine you're working with.   So, if you have the ability to draw Megaman-like graphics, all you need is to know the scale. I'm doing a game in the style of retro 2d JRPGs, so I made each of my engine 'units' 32 pixels long. My characters are 32 pixels wide and about 48 pixels tall. My terrain and furniture and such is scaled to that. If I had made my characters 128 pixels tall, I'd be able to detail them much more, and that would give you a different look.   Anyway. Go find the graphics you like and figure out how the artist made them. You'll learn a lot.
  3. Eliza

    2D Sprite Artist needed for new game

    Until you get just the artist you want, I'd suggest prototyping with some of the platformer tiles at OpenGameArt.org. There are a ton of great, creative-commons 2d kits there in a lot of different styles.
  4. One of the ways I'm dealing with this is to pay special attention to details. The tree isn't just a tree. It's pine (light and soft) or oak (hard and grainy) or cedar (Boats! Cedar-bark baskets!). And for that, you'll need a character on your team who knows a thing or two about trees.  There's also a marked difference between "Discovered: a small portrait!" and "Discovered: Rembrant's portrait of a young woman in pearls, 1632."   And even if it doesn't affect the gameplay much, drawing on the players' associations with these sorts of things can make the experience more immersive.   Or, say that you've found a beautiful grand piano in a ruined concert hall, but how the heck are you going to move it to your base without ruining the piece? And if you manage to save it, who has the skill to play it, or the knowledge to tune it? And there we've sneakily added in several unofficial side quests-- foraging for sheet music and maintenance reference books and skill grinding-- with the reward of having a stirring concert at the end for the town. The stats might be nice, but it also shapes your builder with story it might not have had otherwise.   Now, granted, my game's a post-apocalypse last-humans-on-earth sim/builder 2d thing, which lends itself to this format. The setting also implies that longer you take to forage and explore, the harder it will be to find intact items. So (like most things) it's not universal advice... still, worth a thought or two.
  5. Oooh, those screenshots are lovely. I'm interested. :)   I've written a handful of novels, one published, and I happen to be an aspie.
  6. Hello, all!   I'm about six weeks into this project as programmer, artist, designer, and everything else, working in C# with the Unity Engine. The very short version-- The Last Score is a steampunk/fantasy survival base-building game in retro-style 2d graphics. Twenty humans have survived the apocalypse, and it's up to you to keep humanity from going extinct.   Grow crops, harvest trees, mine for materials, craft tools, build houses, piece together clues of what lead to this tragedy, and scavenge for whatever is left behind before time and decay ruin the remains of civilization. Be careful, though: mad sciences' aberrations and alien creatures have rival claims on this planet now, too.   I'm very excited about this game; it's an odd marriage of some of my favorite aspects of sandbox builders, sims, and retro RPGs. I'd love to have some feedback here or on my dev blog. I work on this game nearly every day, and updates come in every two or three.   [attachment=34350:20161130_SkinGradientAfter.png]   [attachment=34347:20161226_StartMenu.png]   [attachment=34348:20161223_Generator3.png]   [attachment=34349:20161210_Timber!.png]
  7. My solution to this problem was to use Voronoi's algorithm and Lloyd's Relaxer, which is a nice, very simple way of defining natural looking terrain generation.   The basic idea (without the fancy Official Terms) is to make a handful of random coordinates on your 2d grid and assign each a terrain type (keep a list of these "anchors"). Then go through each member of the 2d grid and ask the anchor list which one of its members is mathematically closest. Assign each of these the terrain of their anchor match.   Lloyd's Relaxer adds a few steps. For each anchor point, keep an array of its closest tiles. Then loop through each anchor's tile list, calculate out its average x and y coordinates, and move your anchor to that point.   Then run the Voronoi again, this time using the modified anchors. Nice, semi-even, non-bunched groupings. (Also, if I didn't explain this well enough, searching the terms I listed will get you some very good visual steps.)
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