Great job on the animations! I don't remember Gameboy having anything nearly as cool as this when I had one. Can't wait to try out Rad Raygun on XBLIG!
OH SHIT! I demand a Virtual-Boy level. A GameBoy AND VirtualBoy nod in one game is just too cool. We're actually working on implementing palettes into ES as well. So since you only have four colors, are your textures actually 2bpp, or are they normal 16/32bpp textures with the palette enforced by the artist? Oh, and those are some SICK ASS animations. Holy crap.
@GyroVorbis We're actually using 32-bit PNGs, which is incredibly inefficient. :P But the thought is that this editor can be used to build any side scroller, regardless of the color palette.
@GyroVorbis I would love to keep things as a limited pallet when I'm doing the art work in photoshop, but switching over to an indexed color pallet disables the ability to use layers...which are the best way to keep animations consistent and make seamless tiles. As we start to lock down finished artwork though, it might be smart to do some optimization. :)
@owensoft The helmet that just lets you see his vertical-line eyes is definitely a nod to bomberman (or maybe the big daddy on the cover of bioshock 2?) :) That 'eyes only' thing pops up over and over too...everything from a star or cloud sprite in Mario to Hello Kitty. I think it's one of those solutions that just works well when you need to simplify something down to a few pixels in size. I've definitely discovered that old school NES artists really knew what they were doing :)
Very nice, for the copy paste did you create an array and fill it with representations of what each tile is (maybe special characters/numbers) as well as the start pos, and when you paste it grabs the first 'end' position and replaces the tile definitions represented by your array?
@limited06 Each type of tile has a unique ID (string), so the region being copied goes into a 2D array of strings. The map itself is also a 2D array of strings, so it pastes directly into the existing map structure.
Cool stuff here dude! Love the level of control you are getting out of your editor. It reminds me of old school jetpack from Adept. When you say you had to learn some color math, do you mean you are actually using the color bytes to reprocess the image data for the tiles?
Really awesome, I like the whole color feature you implemented in there. It would be very helpful to create different atmospheres that way without really changing the whole 4-color palette like you said.
And great copy and paste functionality, really handy and a fun little thing to implement as well.
The coloring system reminds me of the color palette modes you can load in GBC with regular Game Boy games. Got your idea from there, I'm guessing :P
ccricers 5 months ago
Great job on the animations! I don't remember Gameboy having anything nearly as cool as this when I had one. Can't wait to try out Rad Raygun on XBLIG!
OBIWERX 6 months ago
@OBIWERX Thanks man, much appreciated. :)
trufun202 6 months ago
I too am trufun202!
Siberwulf 6 months ago
@Siberwulf I keel u.
trufun202 6 months ago
Ha, this is actually chris dude :) I'm just keeping consistent branding with our account name :D
trufun303 6 months ago
@trufun303 LMAO! My bad! Ladies and gentlemen, I'd like you to meet trufun303, the Art Director of Rad Raygun. :D
trufun202 6 months ago
OH SHIT! I demand a Virtual-Boy level. A GameBoy AND VirtualBoy nod in one game is just too cool. We're actually working on implementing palettes into ES as well. So since you only have four colors, are your textures actually 2bpp, or are they normal 16/32bpp textures with the palette enforced by the artist? Oh, and those are some SICK ASS animations. Holy crap.
GyroVorbis 6 months ago
@GyroVorbis We're actually using 32-bit PNGs, which is incredibly inefficient. :P But the thought is that this editor can be used to build any side scroller, regardless of the color palette.
trufun202 6 months ago
@GyroVorbis I would love to keep things as a limited pallet when I'm doing the art work in photoshop, but switching over to an indexed color pallet disables the ability to use layers...which are the best way to keep animations consistent and make seamless tiles. As we start to lock down finished artwork though, it might be smart to do some optimization. :)
trufun303 6 months ago
@trufun303 WTF, seriously? You're posing as me and leeching off of all of my teams hard work. Go get your own project and GTFO.
trufun202 6 months ago
ah ive been waiting for this :P
SolLuxx 6 months ago
hey guys this is pretty impressive - nice work!)) do you consider doing a 3d engine? it could be super fun)
NielloEd 6 months ago
@NielloEd At some point, absolutely. I'd love to work with 3D again. (Perhaps even a revisit / revamp of Golvellius 3D?!??) ;)
trufun202 6 months ago
@trufun202 just watched it, ftw! you rock ) hope that in a year or so i will be able to code in c++ good enough to make a little 3d game
NielloEd 6 months ago
dude looks like a very tall bomberman
owensoft 6 months ago
@owensoft A little bit, yeah. He's actually modeled after the original Gameboy :)
trufun202 6 months ago
@owensoft The helmet that just lets you see his vertical-line eyes is definitely a nod to bomberman (or maybe the big daddy on the cover of bioshock 2?) :) That 'eyes only' thing pops up over and over too...everything from a star or cloud sprite in Mario to Hello Kitty. I think it's one of those solutions that just works well when you need to simplify something down to a few pixels in size. I've definitely discovered that old school NES artists really knew what they were doing :)
trufun303 6 months ago
Very nice, for the copy paste did you create an array and fill it with representations of what each tile is (maybe special characters/numbers) as well as the start pos, and when you paste it grabs the first 'end' position and replaces the tile definitions represented by your array?
limited06 6 months ago
@limited06 Each type of tile has a unique ID (string), so the region being copied goes into a 2D array of strings. The map itself is also a 2D array of strings, so it pastes directly into the existing map structure.
trufun202 6 months ago
FantomenK!
likesoursugar 6 months ago
Cool stuff here dude! Love the level of control you are getting out of your editor. It reminds me of old school jetpack from Adept. When you say you had to learn some color math, do you mean you are actually using the color bytes to reprocess the image data for the tiles?
renryu 6 months ago
@renryu Yep, exactly. The color gets translated to a vector, then the X,Y, Z, and W values are manipulated at runtime.
trufun202 6 months ago
Really awesome, I like the whole color feature you implemented in there. It would be very helpful to create different atmospheres that way without really changing the whole 4-color palette like you said.
And great copy and paste functionality, really handy and a fun little thing to implement as well.
Great video.
warlord90210 6 months ago