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About Anri

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  1. For a first game its a good effort, and you'll find that players are willing to stick with a developer that doesn't abandon them where updates are concerned. I would fix any game breaking bugs first, then worry about additional features etc. Oh, I notice your facebook links from Steam are down. Get them up and running! Let others know how you are getting on with the game and keep the ball rolling. Keep up the good work!
  2. Got it! The application is called "IrfanView" and it will generate and save the palette into the file. The conversion will probably result in loss of colour depending on how "high colour" your original bitmap was but with some careful planning, its usable.
  3. I'm having a spot of bother trying to create bitmaps with an appropriate palette for programs written with SGDK( Sega Genesis Development Kit ). At first I tried MSPaint as it has a 16 colour bitmap save feature, but it doesn't seem to generate a 16 colour palette for the bitmap. I tried Gimp, but aside from "create an index", I'm not having much luck there either, but I'm wondering if thats just my lack of experience with that graphics package. Come to think of it, its not every day one tries to make images for a 30 year old games console with a palettized colour system, so tutorials are very slim indeed. There is a tiles tutorial for SGDK which provides a moon image, and that loads in fine, but if I try to make an image from scratch I notice the palette entries are missing, and the bitmap data seems to have the first row or two of pixels chopped off...so I am assuming the bitmap file is missing the palette data. Just wondering how that moon image was made and in what package... If push comes to shove I suppose I could write my own image program to create such palettized bitmaps, but it seems a bit extreme with all these 2D image editing programs to choose from. I would have asked on Sprites Mind, but have been unsuccessful in registering. Which is a shame because it seems a very friendly and helpful place. Cheers.
  4. Well done for halving the length of the trailer, and adding an introduction at the beginning. So, how can you improve on this? 1) The first 12 seconds whizz by so fast its hard to take in the text as to the "situation". I have a feeling a short animation in Blender would be better here. 2) Gameplay footage is still a bit of a chore to sit through. At least try to trim it enough so that the trailer is shorter - say a maximum running time of 2 minutes. At the very least it needs to give breathing room for the introduction. 3) Gameplay footage with the text at the top - its great but having given enough time to read, make it disappear until you present the next feature of the game. 4) If its one part of a game that draws you in - its the character you get to play as. See if you can improve the robot character and once again, consider a rendered short animated clip of him in Blender(or whatever package you are using). 5) "Kai Yuen's Overlapped Universe". Perhaps start with "A game by Kai Yuen" and then "Overlapped Universe". ...once again, see what you can come up with.
  5. At an early age I was introduced to the ZX Spectrum 48K+, and pretty much grew up with the home computer scene rather than the Nintendo/Sega one. I remember trying to learn Basic and "G.A.C" but for a young child trying to learn programming on such machines it was a bit of a piss in the wind, really. To get the best out of those 8 bit machines you had to write them on more powerful machines such as the Amiga, and yet it would be years later when we did get such a machine - a 486 SX PC. To jump overnight from Dizzy and The Hobbit to Monkey Island and Wolfenstein3D was like jumping into a Delorian and setting the timer forward 20 years. The 90s truly was the era where digital entertainment made a qauntum leap forward, where in the process empires would rise and fall. 3D polygon graphics, CD roms, rapid adoption of the internet and even CGI in movies made for a very busy decade. In 2000 I got off my ass and taught myself to program for real. In that time I never entered the computing industry but programming is very much central to my life, and feel proud of having pushed myself much further than I ever dreamt I could. I think its important to keep hold of what inspired you because ultimately its what drives you forward. The more you distance yourself from that, the less point you see in continuing.
  6. Anri

    Goodbye chibi Brawl

    Don't beat yourself up over it. You at least explored the idea and learned some valuable lessons that can be applied as wisdom in future projects.   No matter how upset your team mates are, give thanks to them and at least give yourself credit for making a decision to close the project rather than muck everyone involved around with "maybe...maybe not". At least they know where they stand, which is important as they can move on - as well as you.   Speaking of which. After such a draining experience, give yourself time to reconnect with your passion. Maybe look at a smaller project that you know you can complete with about...80% confidence.  The goal: to have fun!  Eliminate the stress - financial gain, and all that business nonsense, and just set out to have some fun.  Its the best way to get back up on the horse, so to speak.   Best of luck and I wish you the very best for the future.
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