thank you, that's very kind of you.
thank you, that's very kind of you.
have you had success with retroarch? there's a version in my package manager. i've used it before with some success.
thank you! it was really hard to find pallets for that.
i should try to set up wine again! it should like once you have it working it's fabulous.
sending them best to you and your cat. how scary to weather something like that together!
this level is so hard T_T
for some reason it's locked at 50hz instead of the NTSC standard (~60hz). it's set correctly in the preferences. sigh. back to windows for emulation again.
does anyone have a linux famicom emulator they like? there is a version of fceux in my package manager but it has performance issues and the aspect is wrong when it's set to 4:3 for some reason.
s
thank you!
[dancer] update: i've made decent headway on the visual direction for the game over the past three days. it's time to return to the code.
as is the nature of more experimental project, there are many variants of the core design possible, each with their merits. next, i'd like to tinker a bit.
thank you!
haha i guess i was excited about doing art for this game because dozens of characters later, i looked up and suddenly realized it was midnight.
i'm going for a few more approachable RPG-esque designs, but others which are drawn from specific occult and art history references.
Want to play a old school roguelike where you can have a pirate crew made up of monkeys, ghosts, crabs, skeletons, fish, parrots, crocodiles, and boring humans?
I'm hoping to make some more additions to Captain Yendor's Lost Treasure soon.
#roguelike #7drl #gamedev
that sounds fabulous! i like text as a format for this.
thank you! i missed drawing, i've been in text land so long.
thank you!
well i plan to slide the map as a transition (it's flick screen) so i would do it programmatically! probably use a second layer which has integer gradients in it, and walk each color down through an authored map based on the value for that pixel.
thank you! it's a ways out but i am going to want to do some testing.
yeah curtains! i actually am considering that.
under the border, i'm imagining either a hard black shadow which is very carefully shaped so it sets the layers apart, or a gradient, but one rendered in the game's palette (so the effect would be really similar to the above).
thank you so much! yeah i really really like the medieval illustration / 80s interface art approach where borders and frames are an expressive space!
thank you!
it is absolutely amazing to me how big a difference framing can make (both camera framing, and more broadly). we're kind of taught not to see it, but you're right, it can change everything!
i really like the feel of flick screen with a nice tactile scroll animation (linear is nice!).
and thank you!
yes, they do a little dance
thank you!
thank you, i 100% do want to do the ornate, hand drawn border approach but i have so many questions about particulars aaah.
thank you!
another mockup. i also want to try front lit walls, and the same size of character, but with a larger grid.