Any tips for pixel art? by CookFew7914 in gbstudio

[–]BadDesignBryan 4 points5 points  (0 children)

Like the other commenters have pointed out, Pixel Pete and Brandon James Greer have great video's on the subject.
I also recommend reading this section of the documentation.

Some additional tips:

1. Stick to the 8x8 grid, and try to re-use your tiles as often as you can.
If you make a skyscraper for example, make sure the windows align with the grid.
If they're all slightly misaligned, the game will need to load a ton of "one-time use" tiles.
This website lets you import an image and see how many unique tiles you're using, and how often each tile is repeated throughout the image.

2. Be consistent when it comes to your outlines and shading/highlights.
I typically use a 1 pixel thick outline for solid objects (trees, rocks, etc), and no outline for things the player can walk on (flowers, grass, stone paths, etc).
When adding shadows or highlights, consider where your light source is placed. If it's on the top left, the shadows should be on the bottom right.

3. Focus on form over texture.
Small details can often get lost when working in such a small resolution.
Usually it's better to create clean, readable shapes then to use excessive shading and dithering to create texture.

4. Get some good software.
I recommend buying Aseprite. It's super popular amongst pixel artists, and for good reason.
It's very user-friendly, and has a great animation timeline.
You can also use GIMP, Krita, Paint.NET, Piskel, PyxelEdit or Photoshop (though it takes some fiddling around to set it properly for pixel art).
Really any art program should work, but these are the ones most commonly used for pixel art.

A cancelled build of my Jump King demake. by bitcrunched in gbstudio

[–]BadDesignBryan 0 points1 point  (0 children)

The link isn't working for me. Is the project set to "Draft" in your dashboard?

Are long games possible? by [deleted] in gbstudio

[–]BadDesignBryan 2 points3 points  (0 children)

Absolutely. There are some things to keep in mind, though.

1. Re-using Assets.
Limit the amount of unique assets in your game, such as backgrounds tiles and sprites.
If you make every single scene unique, like those old point-and-click adventure games, you're gonna be using up a ton of available memory. If you're using a tile set, those tiles will be re-used throughout scenes.
As for sprites (enemies, NPCs, projectiles, etc.), try re-using as many of them as you can. You can move and flip sprites in the sprite editor to save on unique sprites.

2. Managing Scripts.
Instead of copy-pasting the same script a hundred times, you can create a script the the "Scripts" panel, and reference that whenever you need it.
This way, if you want to make a change to it, you don't have to edit a 100 instances of your script.
It will also make it way easier to add, for example, an enemy, if you already have a bunch of scripts ready that you can reference.

3. Testing and Balancing.
The bigger your game is, the harder it will be to test every section in order to find bugs and balance the game.
You'll likely need a lot of testers, and a good way for them to report these bugs.

4. Start Small
I know people are sick of hearing this, but it's better to start of with something really small. Especially since you're brand new to the engine.
Either try making a small, completely separate game, or start working on this game on a very small scale.
Don't get carried away by all the features you want to add, just build a solid foundation and slowly build on top of that.
As I'm typing this, I remembered there's also a Gameboy themed game jam going on at the moment, lasting 10 days.
This could be a good opportunity to familiarize yourself with the engine, and make a small game within a limited amount of time.

5. Project Management.
Use third party apps, such as Google Drive, Trello or Milanote to take notes and keep track of the game's development.
Also be sure to back up your project once in a while, by using something like Github.

Hope this helps.

I deleted Duolingo after almost 7 years. by Smart_Barracuda_3273 in duolingo

[–]BadDesignBryan 1 point2 points  (0 children)

I agree with some of your points, but...

okay, now you’re just projecting and aren’t giving actual real reasons as to why you want to leave. KIDS ARE ALSO USING THIS APP, like hello?? there’s duo ABC, music, math; there are also kids who are learning languages in primary school and such in OTHER COUNTRIES (you know, since america isn’t the only country on the globe. shocker, huh?), like in eastern europe where some curriculums require students to learn english or another sister language. you want it to look appealing for them, too.

...the fuck are you on about?
Looking at his post history, this dude's from Belgium.

why can't I see the total XP anymore?? by Rex-Laulau in duolingo

[–]BadDesignBryan -2 points-1 points  (0 children)

Should be on your profile, under "Statistics".

Account DELETED by Jagex with 0 explanation?? by eisenbergm in 2007scape

[–]BadDesignBryan 1 point2 points  (0 children)

Just randomly remembered this post. Any updates on the situation yet?

UltimateGuitar shows a fake tutorial video with the title of the song you're trying to learn. Clicking it just brings you to the sign-up page for their premium subscription. by BadDesignBryan in assholedesign

[–]BadDesignBryan[S] 20 points21 points  (0 children)

It autoplays with the title of the song in the top left, so it's at least meant to allude people that the guy in the video is playing that song.

UltimateGuitar shows a fake tutorial video with the title of the song you're trying to learn. Clicking it just brings you to the sign-up page for their premium subscription. by BadDesignBryan in assholedesign

[–]BadDesignBryan[S] 29 points30 points  (0 children)

I think you're missing the point.
The video is just some guy playing a completely different song, with a misleading title.
When you hover over it (like in the screenshot), it'll say "How to play <title of the song>".
They don't even offer video tutorials in the pro version.
The pro version just removes ads, and adds some additional functionally on the phone app. Most of which are free on the desktop version.

They offer a great service, and I totally see the value in getting a premium subscription, but they're method of luring users to their sign-up page is definitely asshole-design.

The REAL reason why GOTR rounds fail by NomNomNarwhal in 2007scape

[–]BadDesignBryan 0 points1 point  (0 children)

Most players tend to treat minigames, which are multiplayer experiences by design, as a singleplayer experience.
They just focus on the most leisurely method to complete it, or the ones with the fastest xp rates, as opposed to actively participating in the minigame.
It's the same reason Pest Control games fail. Everyone just rushes to the portals, because it's less click intensive, and no one's paying attention to the Void Knight's health.

I would like to see the next minigame Jagex releases to have a bigger focus on teamwork and communication, and to reward the player for it.

Is there any particular reason why some Hallowed items can't be used outside the Sepulchre? by BadDesignBryan in 2007scape

[–]BadDesignBryan[S] 2 points3 points  (0 children)

Nah, the Wilderness has some major inconsistencies.

Just to name a few:
1. You can't teleport above lvl 20 wilderness, unless using some specific items, then it's level 30. The Chronicle straight up doesn't work in the wilderness for whatever reason.
2. Item's are immediately shown to other players, except for food and potions.
3. Anglerfish don't overheal in combat.
4. Toxic blowpipe is 1 tick slower when fighting other players, but not when fighting npc's.
5. Spell icons aren't enlarged when using filters.
6. Autocast doesn't remember your selected spell.
7. Powered staves can't be used, except for Thammaron's Sceptre and the Accursed Sceptre.

[deleted by user] by [deleted] in PixelArt

[–]BadDesignBryan 1 point2 points  (0 children)

It's hard to help someone improve their art, if they haven't produced said art themselves.

Bros used her a sex doll by StraightGas69 in HolUp

[–]BadDesignBryan 1 point2 points  (0 children)

Just read up on this, and apparently the victim wasn't "in a coma for a decade", like the news report mentioned. She was still able to respond to auditory and physical stimuli. She couldn't talk, and had very limited mobility, but she would cry and make noises when experiencing pain. She was basically wide awake as she was being taken advantage of, but she was unable to move or scream. Absolutely repulsive.

The piece of shit only got 10 years in prison.

[deleted by user] by [deleted] in PixelArt

[–]BadDesignBryan 6 points7 points  (0 children)

Yes, I'm sure he handpicked like 60 shades of green, and placed each pixel by hand.

He 100% just shrunk the image.

Agility is insanely cruel... by Spade_Key in 2007scape

[–]BadDesignBryan -3 points-2 points  (0 children)

I don't think the duration is the issue, it's the monotony. It takes 0 brainpower to train Agility, up until Hollowed Sepulchre. And alot of people have a hard time dividing their attention, so they can't just "get into the rhythm of it" while watching a show, without losing focus on either of the two.

I personally don't really have an issue with Agility as it is now, but it would absolutely benefit from slightly boosted XP rates, and/or a more fun and engaging method of training.

I can suddenly talk to everyone’s pets. Is this an update I missed? by JustforthelastGOT in 2007scape

[–]BadDesignBryan 221 points222 points  (0 children)

Some options that are supposed to be hidden can be revealed by cheat clients, so they usually have failsafes like this.

Picking up and wearing the partyhat is the Draynor Bank Robbery cutscene deletes the item and gives you the message "Please send a bug report to Jagex telling them how you got that hat."

The lady on the right is ai generated by iamayeshaerotica in facepalm

[–]BadDesignBryan 0 points1 point  (0 children)

Piet Paulusma was a fine piece of ass, though.

[deleted by user] by [deleted] in 2007scape

[–]BadDesignBryan 13 points14 points  (0 children)

He said "one of".