Although it's fun to watch the pros do something from scratch, it really is a pain in the a$$ to re-watch the whole thing for a single minor detail you missed.
Wow! It really is a great tutorial. Although it only discuss how to greate static graphics. This makes me wanna write a tutorial for animated sprites (using Inkscape of course).
It's been more than a year since I ask for assistance in art resource... despite the current sprites I currently did (alone), I have to say, I still do need some help with regards to map/level design.
Here's the current look -- pretty simple and quite dull, if you ask me.
Here's my attempt in creating OpenGameArt's mascot, Sara. The art style for Kisi (Pig Ninja) and Tux was adapted to fit her on the game's art direction.
I guess, I would require Bart's approval on this before actually adding Sara to the game.
Napoleon, I was into Java before I got into C++. Since C# is basically Microsoft's clone of Java, I do feel your frustrations. :P
So what I did was, looked into open source 2D game engines that already exists -- obviously, there are lots of them. One way to choose which, is to have a check list:
what type of game you want to make?
what API (SDL/DirectX/OpenGL) you want to use?
which compiler you want to use? (setting up GCC with MinGW/Cygwin could frustrate you)
is the project in stable state -- no rapid major changes in source code?
After choosing one, try to make sure it's compilable with the toolchain you have setup. This way, you can tinker with the source code as it pleases you -- makes learning even more fun; studying the source code could take a while.
Optionally, you have to have the repo edition of the engine's source code -- get it from projects SVN/CVS/BZR/Git/etc -- so any change you made which suddenly broke the code can still be reverted.
Agree!
Although it's fun to watch the pros do something from scratch, it really is a pain in the a$$ to re-watch the whole thing for a single minor detail you missed.
~creek23
Cool! We actually managed to have him join us here in OGA. :D
@SpriteAttack: Looking forward to reading more of your tutorials -- preferably Inkscape, since there's already too much Blender tutorials for games.
I'm actually advocating Inkscape as well (for making games) thus the reason I'm using it for my open source game, Smack!.
~creek23
Whoah! This dude have it all written already. (http://2dgameartforprogrammers.blogspot.com/) Well, as long as it promotes Inkscape, I'm cool with it.
~creek23
Wow! It really is a great tutorial. Although it only discuss how to greate static graphics. This makes me wanna write a tutorial for animated sprites (using Inkscape of course).
Thanks for the link, claudeb!
~creek23
Cool! A fellow Inkscaper... (or Inkscapist?!? ..whatever) btw, the link to vectortutorial.com seems dead.
(not minding that this post was over a year ago)
~creek23
It's been more than a year since I ask for assistance in art resource... despite the current sprites I currently did (alone), I have to say, I still do need some help with regards to map/level design.
Here's the current look -- pretty simple and quite dull, if you ask me.
http://konsolscript.org/web/2011/10/17/sneak-peek-at-smack/
~creek23
Here's my attempt in creating OpenGameArt's mascot, Sara. The art style for Kisi (Pig Ninja) and Tux was adapted to fit her on the game's art direction.
I guess, I would require Bart's approval on this before actually adding Sara to the game.
Thanks. We decided on the second one too but modified a little more.
Here's the pre-final look of characters.
Napoleon, I was into Java before I got into C++. Since C# is basically Microsoft's clone of Java, I do feel your frustrations. :P
So what I did was, looked into open source 2D game engines that already exists -- obviously, there are lots of them. One way to choose which, is to have a check list:
After choosing one, try to make sure it's compilable with the toolchain you have setup. This way, you can tinker with the source code as it pleases you -- makes learning even more fun; studying the source code could take a while.
Optionally, you have to have the repo edition of the engine's source code -- get it from projects SVN/CVS/BZR/Git/etc -- so any change you made which suddenly broke the code can still be reverted.
I've looked into LMMS some 4 years back, it already looked promising.
What I usually do now is take sounds from FreeSound.org (kind of like OpenGameArt for sounds) and do some editing with Audacity (also open source).
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