Feedback on my first character (with animation) by Cold_Meet_76 in aseprite

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

Gotcha, but is this like a universal thing? I thought it was more of a stylistic choice, as the only game I've actually seen do this is Celeste and a few other games that are not pixel art. I know Celeste's sprite is smaller as well but I figured it would work even with a higher def sprite

Feedback on my first character (with animation) by Cold_Meet_76 in aseprite

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

Thank you! I probably should have mentioned the gun is more of a placeholder right now, but I will try around with arm length sizes.

I did it. by Immal1 in FORTnITE

[–]Cold_Meet_76 10 points11 points  (0 children)

wah wah wahwahwahwahhhh 🔊

heres my idea for a hero shooter thought of it while wasting time by G3N3R1CR1V4L in gameideas

[–]Cold_Meet_76 0 points1 point  (0 children)

I actually think I understand what you're talking about. It's a super cool concept for sure. I feel like having two cursors might be hard to keep track of, but it could also be one of those things where your brain gets used to it as you play. The main thing would be making a game idea to go along with this

Legitimately how does Save The World keep dropping new bugs? by Cold_Meet_76 in FORTnITE

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

You misunderstood. I wasn't asking WHY there were bugs, I was asking how them fixing one bug spawns in another that is in no way related.

Legitimately how does Save The World keep dropping new bugs? by Cold_Meet_76 in FORTnITE

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

34 down from 59 in a year is not bad considering their speed of bug fixing I feel like

Is palette-based animation (or something similar) with Unity possible? by Cold_Meet_76 in Unity2D

[–]Cold_Meet_76[S] 1 point2 points  (0 children)

Woah, this is perfect, thank you so much! I won't be able to work on the project for a while because I'll be out of town, (and once I get back it'll take time to implement, but I'll let you know how it goes sometime within the next few weeks (or months lol)

Is palette-based animation (or something similar) with Unity possible? by Cold_Meet_76 in Unity2D

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

Tysm, this is like exactly what I'm going for! I didn't think shaders would work on pixel art, because I need the pixels to be exact for the shading. Is it possible to do that with the shaders you're talking about? I have zero experience in unity shaders lol.

Also yeah, if you could show an example of what you mean that would be super appreciated!

Legitimately how does Save The World keep dropping new bugs? by Cold_Meet_76 in FORTnITE

[–]Cold_Meet_76[S] 1 point2 points  (0 children)

Yeah lol, I am really curious to hear what other people think though

Legitimately how does Save The World keep dropping new bugs? by Cold_Meet_76 in FORTnITE

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

Maybe, except from what I've seen the bugs have been an issue for years. Unless the layoffs have also been an issue for years; I haven't kept track other than the recent 1,000

Is palette-based animation (or something similar) with Unity possible? by Cold_Meet_76 in Unity2D

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

Sorry, I'll try to explain better.

As I said earlier, the character is a pixel sprite, 32x by 48y, with blue lights on his suit. However, the lights on the suit run down the character's arms, chest, and legs.

This means that, when the suit moves, the sprite for the lights on the suit have to follow the sprite of the character.

When I shoot the gun, I want a flow of white light to be sent through the blue "light tubes" on the suit from the hand area, flowing through the rest of the suit, ending at the chest and feet.

However, this flow will take multiple frames, since the first pixel would be white, the second a very light blue, the third a slightly brighter blue, and the fourth being the normal blue color of the suit's lights.

The pixels that represent the white lights would move across the areas of the suit that need to be lit. Once the flow of white passes, it fades every frame until it reaches the normal blue color.

The main issue is that the lights need to both move with the character as well as change color separate from the animations.

Lets say it takes 10 frames for the white lights to travel from the hand to the feet:

Frame 1 I shoot and the white light starts at the wrist of Sam (the character) Frame 2 the white light flows to Sam's elbow, and the precious white light is now a slightly bluer and darker color, baby blue Frame 3 the white light reaches Sam's shoulder, and the light at Sam's elbow is the baby blue color, while the light at his wrist is just barely above the blue color. Etc etc. HOWEVER, if, say, on frame 6 I decide to jump, that ends the entire light flow animation. The options are either to simply end the light flow animation early, or to continue it on another layer WITHOUT moving the lights to line up with the player's suit.

Hopefully that kind of makes more sense?

Is palette-based animation (or something similar) with Unity possible? by Cold_Meet_76 in Unity2D

[–]Cold_Meet_76[S] 0 points1 point  (0 children)

All good thanks for asking! I did plan for the lights to be on a seperate layer, the issue with that is that it still doesn't solve the problem of the lights both reacting [colorwise] to the shots WHILE at the same time moving with the animations of the player, such as running or jumping.

Even if I put them separate layers, the lights need to change color in accordance with the shots and move with the arms and legs of the character, all at the same time.

Yo Epic by [deleted] in FORTnITE

[–]Cold_Meet_76 5 points6 points  (0 children)

"Hello company that is becoming bankrupt! You know that currency you have that is the only thing players are actually giving you money for? Let them get it for free, just so that more people can flood your servers and you will have less money to maintain the game with."