I am a self confessed graphics whore. I love nothing more than good looking games. Naturally, I will stop playing that game after a short time if it plays like a turd, but I really do love looking at good looking games.
Similarly I love MAKING games with nifty effects. Most of my projects start off due to wanting to make an effect that I've seen in professional.So I'm going to be showing a few things here fro my project Phyrate, which I'm sure some of you may remember.Water:This is how this project started off, but it's come a long way since it was a solid colour bounding up and down rather horribly.Graphics or Gameplay whore?
Posted by knighty on June 2, 2007, 7:25 p.m.
Is your character animated well? With all the fancy background effects I hope you didn't overlook a very important part of graphics. I hope you added/planning to add some rain splashing on the ground/objects/characters too. I really like the look of it.
And of course, your going to want parallaxing backgrounds. Sorry, I'm a bit of a graphics junkie too, I would hate to see a good start like this miss some good ways to make it even better.I r teh play new Phyrate? I have it tracked already.
Wow :)
Coco: Yes the background are parallaxed. I don't have rain splashing yet, definitely something I've thought about though.I'm just the programmer. A friend of mine does the sprites.Said sprites are all well animated.Oops forgot to say that second one is obviously WIP.
Im a grafx whore as well. I get a kick outa user's who say "I like the simple grafx" which really mean's, I like lame pixel work 2 appease myself because I couldnt pixel my way out of a wet paper bag.
Gorgeous work, keep it up!
How the hell does that lighting engine work?
At knighty: gifworks.com. Just do something random like add transparency to make it loop.
@murf=NES rules
E-Magination: it's so crude it's unbelievable. It takes a central point, finds a collision along a line every x degrees, and draws a triangle fan between all the point. This is drawn to surface with every other light and then blurred to make it look more realistic.
Obviously this method is impractical in real time, so it's all done at the beginning of entering a room.