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edwardE @ 11/10/2008 13:08 commented on CW - Train Car A
Indeed, steam engines provide simple oscillating movement that is used to drive other parts of machinery, which may include the rotating head of an electric turbine - I'm not sure what 'law of steampunk' says that electricity cannot exist in a steampunk world, but I'm definitely not going to follow it.

Glad you like it, Metal Slug is definitely good inspirational material; fantastic sprites in that game.

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edwardE @ 10/30/2008 04:42 commented on CW - Title Screen
I'm glad you like it. The lower frame rate is intentional; check out my first response to Larwick, which describes the general visual style I'm shooting for, hopefully the 'choppiness' of the animation will be a bit more understandable.

This particular screen is even a bit lower in frame rate than most of the intentionally choppy animations, though; it's supposed to feel a fairly sluggish and unrushed - it's fairly contrasting compared to the gameplay. It's a bit more understandable when you can hear the soundtrack to this screen, it's a slower track with flutes, strings and a breeze in the background; kind of relaxing.

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edwardE @ 10/30/2008 04:30 commented on CW - Title Screen
Yeah, I gave a shot with the AA the other day, but it wasn't feeling right; it just looked out of place being the only thing AA'd in the scene - I did adjust the thicker cables so they weren't so wobbly, though. Obviously, without AA it's hard to get them to look naturally curved like cables, but they are significantly better than they were I think. ( Check out http://tinyurl.com/68v7fq to compare ). Again, appreciate the input. (:

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edwardE @ 10/29/2008 16:18 commented on Odeka: Outdoor Ruins
I find that guy with the sword hilarious.

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edwardE @ 10/29/2008 10:54 commented on Rustbug Sprite Animations
I really like how his barrel wobbles around, kind of like a little nose. He reminds me of an upgraded version of the Blaster Master tank (which was a cool tank, itself). Lots of attitude to this. (:

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edwardE @ 10/29/2008 10:49 commented on CW - Title Screen
I think I might AA the thicker cables at the top, those do bug me a bit; I realized I can use the light grey in the background for that.

The frame limitation is deliberate; one of the visual characteristics of the game is that in certain parts, for certain aspects, the idea that objects are composed of individual pixels and animations are composed of individual frames is actually enforced rather than subdued with AA and numerous frames. It is a sort of visual callback to the days where the limitations of the hardware were often plainly visible, but not something we necessarily worried about when deciding whether a game was good or not (contrary to today).

I admit, at the moment it may seem like an excuse for me to be lazy, but it's work in itself determining how far to degrade a desired animation to acheive an effect while still conveying enough information for the player to 'fill in the rest' (as we often did), and to keep in mind the general technical limitations that were present. Thanks for your input; I think I'll go about some AA in a bit.