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Messages - Ninja Crow

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General & Creativity / Re: Official Off-Topic Thread
« on: August 08, 2012, 08:39:13 am »
This seems like a worthy project:

Not a pixel game, but it is a sequel to a great pixel game :)

General & Creativity / Re: Official Off-Topic Thread
« on: February 17, 2012, 02:53:10 am »
Hi guys,
I have a 10-15 year old sketch of Superman by golden age comic artist, Leo Nowak, who worked on the actual Superman comic in the 40s.  It's about 8x11 inches.  Here's a picture I put on my Tinypic:

Superman - by Leo Nowak

Obviously, it's one of a kind, but I was wondering if anybody had any thoughts on the best way to evaluate it's worth, or how to get it officially appraised, or whatnot.


General & Creativity / Re: Pixelation Downtime. Important info!
« on: October 24, 2011, 05:59:18 pm »
That's a neat program.

General & Creativity / Re: Firefox 3 blurring pixel art question
« on: October 23, 2011, 11:54:43 am »

General & Creativity / Re: Firefox 3 blurring pixel art question
« on: October 21, 2011, 06:42:53 am »
I'm afraid it's still stuck in developer hell, Helm.

This is where you can sign up for (infrequent) updates.

General & Creativity / Re: Pixelation Downtime. Important info!
« on: October 20, 2011, 07:26:02 pm »
That's fantastic, Argyle, and it works great.  But if anyone knows of, say, some kind of app that'll do it, too, I'd appreciate it.

General & Creativity / Re: Pixelation Downtime. Important info!
« on: October 20, 2011, 03:23:26 pm »
Boy am I glad that zoom is working again -- thanks! Android phone doesn't have a crisp scale, so the images are blurry, just like when I was using Chrome :(
Anyone know how to fix this?

General & Creativity / Re: Official Off-Topic Thread
« on: July 15, 2011, 05:26:44 pm »
Thanks!  But now I'm starting to regret not getting a tablet with tilt sensitivity.  Pressure may be a great way to simulate a pen, but I also miss the ability to tip and turn my pencil to control the sharpness of the line (by never using any one spot on the lead until it got too dull).  I don't know if there's a work-around for this, easy or not, or if I just have to get used to using pressure instead of position!

General & Creativity / Re: Official Off-Topic Thread
« on: July 14, 2011, 06:53:05 pm »
If a springy nib will solve that problem, I'll have to start saving up for one :)

Rules & Resources / Re: Tools, Resources and Linkage.
« on: July 13, 2011, 08:05:30 pm »
Thanks, Ai, I was pretty impressed by the LAB colourspace, and the ramps it made -- I look forward to checking it out.  I just wish somebody would make an IMPaSTo plug in :)

General & Creativity / Re: Official Off-Topic Thread
« on: July 13, 2011, 07:59:23 pm »
Thanks, Ai, Mypaint looks cool -- I never looked into it enough to notice the rotate feature -- I've downloaded it to try out.

General & Creativity / Re: Official Off-Topic Thread
« on: July 12, 2011, 09:21:03 pm »
None of the 'cautions' that I heard about before getting a tablet seemed to be that big a deal for me, and I'm very happy with it...for pixeling, because I can work longer with less fatigue, and get more natural shapes.  For drawing though, there were two things I did not foresee:

The first was how little 'give' there is in the nib.  I expected a couple millimeters of spring in it, at least, for direct tactile feedback of how much pressure I was putting into the pen.  As far as I can tell, the nib has no spring in it at all, and making lines taper off is nearly impossible.  Is this normal, and will the manual driver adjustment help this?

Second, and let's say stroke thickness is solved, the other thing I hadn't thought of is that when you draw IRL you can turn the paper!  I would never be able to get the curves to my lines that I was used to if I couldn't orient the page -- or screen.  So I looked all over for some kinda hot-key driven app that would run on top of my GIMP or Inkscape, but found nothing.  On the SAI forum, though, there was a subforum dedicated to a program called AZ Draw, which seemed rather simple and unimpressive, but a video of it in action showed the screen being rotated!  Also, that demo video was pretty cool.

I tried it, and the program was far more impressive than at first glance, doing several things I wish that GIMP could do even.  You can free-rotate the screen by dragging -- yay!  (you can find the English version a little down on its home page)

So if these two problems are solved, I'll be in business -- perhaps literally.  Thanks for all the info, guys!

Rules & Resources / Re: Tools, Resources and Linkage.
« on: July 12, 2011, 07:36:59 pm »
That looks really cool, Ai!
What do I have to do to get the latest version for a Windows XP machine?

And also, any hope that it could ever support the realistic paint-mixing technique, "IMPaSTo"?

(I also heard that the algorithm used in the IMPaSTo paper was adapted into KDE's Krita, as seen here and here.)

Pixel Art / Re: My game WIP
« on: June 04, 2011, 05:00:52 pm »
His leading foot, in frame 2 and frame 6, isn't swung far enough forward, so that when (in frame 3 and frame 7) it hits the ground to take the weight, it's completely flat and the heel is behind the knee instead of under it to firmly take the weight (usually the heel touches down first, not the whole foot).  So if you shift the foot forward in all four frames, it should look more natural. (the brain will perceive the action of his foot moving further in the transition from frames 5 to 6, and frames 1 to 2, than it does in the other frames, as the foot swinging out to quickly take the weight -- just like in real running -- this variation in timing makes it look less robotic.  I notice you have already done something similar in your walk animation, which looks great!)

Also, I used to mistakenly use the head as a reference, and the body would animate underneath it, but having a non-moving point in a run animation just didn't look good, so I had to learn to 'bob' the head naturally.  But I notice that the hips of your soldier are similarly stable in space, so maybe you might want them to shift up as he kicks off the ground, and then come back down?

Otherwise, I just want to say that your project looks terrific, and there's a lot of impressive work on display!  :y:

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: December 17, 2010, 09:58:40 pm »
Howard Day, Thanks for the update, it's hard to be patient when the project is this awesome! :)

General & Creativity / Re: Pitiful Platformer Plot help
« on: November 26, 2010, 10:58:59 pm »
Glad you liked it, and more emotion is definitely a good idea.  I'll look into Mother 3, thanks!

General & Creativity / Re: Pitiful Platformer Plot help
« on: November 25, 2010, 10:39:58 pm »
Going into a secret world has been the beloved staple of adventure fiction since the genre started (think Jules Verne and 'Journey to the Centre of the Earth').

So it seems to me that your character could find some kind of buried world?  There are fabled treasures there, and the Buff Boys have been searching all over for it, digging under half the town (perhaps they work for a well-to-do rich billionaire with lots of money, who is a flashy entrepreneur who has a chain of hip retail construction companies with their own brand of sports shoes, and that's why they know how to dig -- and also dance...all villains need to be able to dance).

The Boys are looking for ways to get into this lost world, but your character has found it first.  What compels him to go into it for the adventure of his life, and not go back to his favourite breakfast cereal?  Well the most endearing characters have non-selfish reasons for their actions, so if he has a sick mother or something, then he'll want some of the treasure for her medical bills.  She's too sick to run the museum she built (to display artefacts which inevitably turn up from the lost world from time to time), and it'll close down soon.  Rich dude has always been bugging her for secrets about this world, but she knows what he's like and refuses to help -- so maybe he's been leaning on the bank to keep them from extending her credit for her bills.

So its up to your character to explore this forgotten realm and to gather its goodies, while staying one step ahead of the Buff Boys -- as well as confronting them a lot.  But there may also be old robots that the people of the lost world left behind that give you trouble, and soon you come to realise that this place could be dangerous in the wrong hands.  Enter the wealthy, cash-flush rich guy with bursting bank accounts and lots of ready dosh (he's a real pain in the assets).

He learns that he can raise the lost world (oh no, your home!) and use its technical wonders to completely and utterly take over your whole entire town.  And maybe the next one, too, if -- ya know -- it all works out.

(SPOILERS?  And as for a happy ending, why not have the mayor show up just as you've defeated the last baddie, look around at all the loot, and ask what's going on -- at which point you reply that the treasures were found by the rich dude, so that he could donate them to the museum.  The rich dude will have a change of heart -- of course -- at being considered such a selfless, giving, philanthropic altruist and donor, as well as all around great guy, that he'll turn over a new leaf.  He'll even pay for your Mom's medical bills and make sure she can always afford to run her museum -- which will be the best museum devoted to the display of artefacts from the lost world in the whole entire town!)

What you have so far is really compelling and interesting -- I haven't played the Mother games (so sorry if I'm ignorant of any elements from it you are referencing) but it feels to me like a pretty fresh take on the 'boy trips into adventure' story, and if any of the ravings I've offered here can be of any help whatsoever (in any form) then I'll be more than happy.

Good luck with it!

Pixel Art / Re: Ikirouta IV - Ultima 5-inspired WIP
« on: November 14, 2010, 11:29:02 pm »
This is really cool -- I think you have the look 'down pat'.  Ultima 4 was my first PC RPG, and remains a favourite, and number 5 was a very impressive sequel, so I love what you've done so far.

I recently found a site that's dedicated to the crafting of 'vintage' RPGs, like Ultima -- here's a link to it's fourth article.  It's pretty text-heavy, but it has some cool pictures of the Ultima 'line-of-sight-shadows' system in action, near the bottom.  I don't know if you're still planning on making this into a working game, but if you are, I hope you don't mind touching on the programming aspect a bit, as well as the graphics!

I love your palette, too.

Pixel Art / Re: Dumping my old stuff
« on: November 14, 2010, 10:40:48 pm »
Looks a lot more like a moustache now -- great character, too.  Varmints, beware!

Pixel Art / Re: Dumping my old stuff
« on: November 01, 2010, 08:12:02 pm »
You are very very talented!

I can't believe how much personality you have in these pictures -- very impressive.

I have seen countless attempts at character animations by those just starting out with pixels, and most require a lot of work, but your box sneak animation is basically perfect.

Your two mock-ups would easily catch my eye, even on the most busy of 'real' gaming sites.  You have definitely infused them with a sense of unique style, and implicit story (I wanna know what happens next in the first one!).

Losing data can be devastating -- I don't back-up every single day to a thumb-drive just because it's a good idea, but because of unfortunate experiences.  I like Fake_Kraid's advice, which I think you can apply because you are justified in some cockiness, due to your talent.

So, anyway, if you would like some encouragement to help salve the hurt and replace the loss, then I would say please keep going -- if you are already this good then by time you get to be an ol' codger like me you have a good chance at being one of the brightest stars in the firmament.

Good luck, Andrio, and a hearty welcome to Pixelation!

Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 29, 2010, 08:53:59 pm »
The cyan creatures did read like ghosts to me, but unless my eyes are playing tricks, then in your excellent title screen they appear to be a reasonable 1.5 to 2x the height of a human character (i.e. just right for a monstrous creature with an emphasis on a hazy, stretched aspect because of their temporal nature).  But in the game mock-up, they're 20 or 30 times as tall.  I don't know if this discrepancy is contributing to your discomfort, but I wonder if these creatures would look better if they were pixelled to be about the size of a large boss, rather than something the size of a background layer.

Oh, and the glove and knife look great!

I also really like what you said about his attitude in the title screen, and had to think (maybe for the first time?) that 'hey, that's right, what would it be like for a person if things like video game rules could actually inform their world view?' - so thanks for that, it's exciting and stimulating to explore!

I also love that he can resurrect earlier explorers - adds a lot of heroism and potential story depth (it's not all just about grabbing as much loot as possible) as well as opportunities to reveal plot details ("here's the key to the next cavern - I couldn't make it but maybe you can...").

I do like 'Endless Cavern', though I think the reason you might have tried to change it is because - despite how it rolls off the tongue - it lacks a good verb for pep (or at least a more descriptive noun) and so 'Crystal Blast' must have sounded very exciting in comparison, but maybe began to feel too exciting (like it was supposed to be some kind of high-energy Columns or Tetris clone...).  At the risk of suggesting something that sounds too comical and throw away, would 'Crystal Caverns' be too alliterative for you?  Then there's also 'Phantom Caverns', 'Crystal Depths', 'Ancient Caves', 'Adventure Mine', 'The Under World', 'Caverns of the Dead', or many other possibilities and combinations of possibilities.  (though I doubt any of this is much better than 'Endless Cavern'. :-[)

I saw no problems with the proportions on the title screen - it was very convincing!  (to be fair though, I do often underestimate just how long a forearm can be, so maybe you can try the pose in a mirror and that may be the only evidence you need.)

I like your heart container!  And your new sprite helmet looks very realistic (though it obscures that cute, wide-eyed expression a bit).

Quote from: Arachne on July 29, 2010, 06:56:55 AM
With moves like this, there's a bit more than a slight discrepancy.

A discontinuity between game art and sprites is - historically - pretty much par for the course.  Maybe even an expected feature if you want to rekindle memories of playing classic games.  For me, a realistic art plate or title screen creates the conceptual coolness for helping me take the game seriously, while the game-friendly sprites add the cuteness that helps me become attached to the game emotionally (this is a way to say 'fall in love with' without sounding too corny...).  This is the kind of cognitive dissonance I can live with!

Pixel Art / Re: [WIP] Backgrounds for a Platformer
« on: July 04, 2010, 08:43:41 pm »
Thank you for posting your characters, even though you want this thread to be about the backgrounds only (at least at first) because they are very impressive and definitely set the mood for the game. I think they are terrific, and you show the skills I am trying so hard to develop!

The background samples you have shown here are absolutely great - I love them. You have no worries at all on this level - again, you show a level of skill that I am only yet dreaming about building for myself.

But here's an answer for your actual question: 'Klonoa: Empire of Dreams'

It's three layers work almost exactly as you've described (as I recall) and except for the one background image being made to look CG rendered, also reminds me of the cool style you're going for. (plus, if you haven't played it yet, and like deceptively deep and rewarding puzzle platformers, then you owe it to yourself to go and get it!)

Your stuff looks really awesome, and I look forward to more - hope this helps!

Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 04, 2010, 08:24:44 pm »
I love the little sparkles, but forgot to mention them - they're cool!

I also like what you did with the waterfall edges.

I also really like your crystal animation mini-tute - very clever process!

I assumed when the letters were gold that it was narration or the player character's own thoughts.  When you put the page behind, I realised that it was the words of the lost anthropologist (which is a terrific idea - not only does it add character, it alludes all the way back to Verne's Journey to the Centre of the Earth!). The gold letter effect is cool and moody, and if I had picked up a page, and clicked a button to read it, and the letters appeared, I would have had no issues whatsoever with understanding that the words came from the page.
I like your idea of having an icon appear up in the corner of the screen that would show that you have an unread page (that way the player is always in charge of when the action pauses).  But if the pages only hold a short gameplay hint, especially if context sensitive, they maybe should pop open automatically.
As for making them look like they are on a page, I think the idea is cool, but it is too jarring to pick up an icon that looks like a page and then see an object that looks like a torn strip from a page.  Any way to make the two more equal? (e.g. blurred top and bottom edges to suggest that only part of it is being seen?)

A background layer probably should be quite subtle, to prevent your focus from shifting from the foreground, but I don't know if a midground layer has to be too subtle because the drama created from the occasional sudden pass-by of near objects adds a sense of depth, as well as visual interest (such as a shipwreck coming into view on an otherwise flat seafloor).  The trick would probably be to have the midlayer be sparsely populated (just the occasional statue, say, as in a game with a city level having a lamppost or a tree scroll by).

Gulp - bigger monsters?

As for game play, is puzzle platformer too cliche? When not a straight Sonic or Mario experience, my favourite excuse to move a character across a screen is surely epitomised by the GBA game, 'Klonoa: Empire of Dreams'.  A jumping block-puzzle game would seem a perfect fit with the keys and idols and so on that you've shown so far. And lots of exploration and collecting, please!

Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: June 30, 2010, 08:00:29 pm »
Hi, I'm glad you posted some updates for this, because I've never seen it before, and it's really terrific!
I love how well you've used the palette (and even if you could change it, the restricted colours do seem to be challenging your creativity - and you are winning!).
I do like the rock tiles over the ice, if you can only have one or the other, but when I saw the ice, I assumed it would be from a second area.
If this underground world has relics in it, suggesting a lost civilisation, then it would be cool to have squares of cut stone, and leftover bits of wooden structures to also 'break up' the rock tiles.  Maybe carved faces, also?
I think the cyan outline looks fine, but if it isn't subtle enough, how hard would it be to make it fade in and out like a soft glow (stepping through darker colours, rather than an alpha, I assume)?
I've been staring at the reflection animation for your crystals with unblinking appreciation - it's amazing!  And is that a little page to fit into the diary - does it have game hints and story-advancing clues?  I wouldn't be able to wait to collect them, even over treasure!
Are you still going to have coins?  I think a stamped image in the center like an eagle or a fish would help them look flat (especially if they had a raised edge).
Is this going to be a mockup, or a working game? (looks pretty convincing atm!)
I like the idea of the alternate layer you showed in this post, which really gave a suggestion of depth and intricacy.

This not only looks really cool, it's also a great concept overall - I can't wait to see more! :)

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: June 29, 2010, 08:32:54 am »
So I calibrated my monitor using these two sites while I waited for the third intro to download.  Wow, no wonder everybody on PJ said my avatar was so desaturated!  Anyway, on your posted image:  Sky gradient, tree layers, and glowing mushrooms all show up just fine now!  I may have to darken it back a bit, because it seems a little too bright at a 'perfectly calibrated' setting, but for now I have:
  • gamma = 1.6
  • brightness = 1
  • contrast = 45
(How does your monitor compare to the sites' calibration charts, compared to mine?  If I can match yours, I'll be safe in the future!)

And when I activated your intro, it played! ;D


Definitely worth the wait - it was simply amazing.  Dynamic, exciting, efficient, colourful, and a great tease for the rest of the game.  Great ship, great font, and great fireball (I like how it spits off a smaller bit for a real feeling of breaking up, and maybe even foreshadowing pieces to recollect).  I love it.  I watched it in awesome full size, since the default resolution plays buried in the lower right corner of my screen.

I would consider it perfect now, and I can't wait to see the forest level!

(and thank you very much for being so patient with me :-[)

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: June 28, 2010, 08:39:50 am »
In the image you posted, I can now see a dim, navy blue band across its centre.  I don't know how you feel, philosophically, about the imagery being visible in all possible monitors (though making it 'as dark as possible', especially if your monitor happens to be set rather bright, seems like a sure way to catch at least some people at a disadvantage...) so if this is getting to be too bothersome for you, I won't feel a bit bad if you back-burner or drop the issue.

As for the new intro - same problem.  I know nothing about MMF, but when I Googled 'stdrt.exe' the page I found seemed to suggest that it might be created because of a compressed runtime.  Do you compress your runtime?

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: June 24, 2010, 08:28:15 am »
> That really doesn't make any sense.

I know, and I tried like half a dozen times, and in three different screen resolutions (INI hack...).

I don't even know what stdrt.exe is.  So I searched it, and found this at the click team forums - don't know if it helps?

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: June 23, 2010, 07:30:30 pm »


Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: June 23, 2010, 08:13:32 am »
Terrific shading on the menu temple!  It definitely looks like a very large, distant structure.  I do miss the little chimneys from the first version, though (the smoke coming from them was cool) and the clustered mini-mountains from the second version (especially the lighter ones in the background).

I also think the steam coming off the 'soup bowl' should not look too much like the clouds.  The spiral wisps of steam (as in the second version) look the best, to me.

Those white tubes definitely look like energy that can harm you - do they come on and off so that you have to time your jumps through them?  There looks to be plenty of places in the mockup image where you can put collectibles that would make players have to jump through lots of the sets of tubes (if they wanted to get every collectible in the game, say) which would be great fun.

Thanks for the update, this is one of the most fun indie game projects I've ever been lucky enough to come across - great graphics and cool elements - I love it!

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: June 22, 2010, 08:14:29 pm »
Your colours must be very dark, because my CRT only shows a large black square with a few green dots at the bottom.  :'(

On my friend's LCD, though, I see a violet horizon, and trees, and hills, and even stars!  ???

I put the image in GIMP, and when I click the auto-adjust colours button for all channels, a beautiful, vivid image pops into view with greens, reds, and purples.  It's a striking and attractive image, I must say.  :y:

Is there something wrong I'm doing on my end? (sorry to suggest that the 'otherwise' is that it's your fault - the last thing I want to do is put a burden on your development.  :()

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: June 22, 2010, 08:53:30 am »
@ Howard Day:
Glad to hear from you!
I can see the stars twinkling and hear the crickets chirruping in that forest already!

(p.s. before I spend too much time looking for the right setting to change on my old monitor, I should probably ask, are the forest images supposed to be only silhouettes?)

Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 13, 2010, 08:52:08 pm »
Hey, cool post - lots of great info! I love the idea of driving a lorry (a sort of underwater submarine kind of vehicle, but kind of beat up, like an old delivery truck - or maybe a shiny sports model...).

So as for the portrait, here it be:

When I grabbed the original image from PJ to edit, I was surprised that it was actually different from yours - I thought setz was joking about the original in the corner (with the lower eyeball it looks rather comical - no offense at all, setz, I even voted for yours in the contest!) but it looks great in context, and a lot like a hip fish girl. Yours is really nice, though, and was actually my favourite of all the versions so far, with a great look from the tall shape of the eyes that really helps it look like an adventure princess character. And as I was looking at it, I liked it more and more. But I did promise an edit, so here it is, and I hope you don't mind that it has a sort of manga feel to it. (you'll probably also notice that I played with the lighting, and some AA and very (very) tiny banding issues - couldn't help myself...)

Nice one, taken! Also gives me an idea for the first boss,  ;)
I hope there will be some kind of evil squid warlord that can make enemies to take over your world with his magic ink. (fear the amazing squid dookie!)

Ugh that sounds complicated... isn't there a simple tool for this kind of stuff?
I wish! What exactly do you hope to be able to do with the palettes - change one colour at a time, or trade the entire palette at once, etc.?

I found some pallettes I will add to mine...
Cool, can't wait to see them!

(yes, I planned an overworld  :o)

Good idea with the shipwreck!

I think the stark black-white contrast and the outlines of the fonts make it pretty readable in 1x already.
Okie dokie. I don't suppose you'd mind posting your font, though, so that if I ever have any thoughts on it, I can actually put my money where my mouth is and post an edit instead of vague suggestions?

A pop-up effect might be nice too.
That does sound nice. I'm hoping they'll look like objects (the whole technique of a floating box that could be an independent item - such as in this image of PS G2 - is something I just happen to be far too 'into' for my own good) and not be 'black holes punched into the screen' (oh yeah, not letting my bias show there at all :P) like in old NES games where they didn't have a choice. Please disregard this if you have no such issues!

If you're interested you could also participate in designing some areas...
That does sound interesting. I definitely want to practise such things and try out ideas I have for platforming in general, since I'll need the skills for this little project.

So what does one have to do to pursue said participation?

Building up a chain won't affect the amount of pearls you get though ... or? maybe it does...
I guess it depends on whether you like the sublimely glorious and thrillingly compelling type of gameplay (hint: I do :P) in which you have a set number of collectibles to gather in a level for 100% (e.g. Yoshi's Island, Klonoa, early Spyro).

Bosses will make the screen shake so much your monitor will break!
Oh good, I could use a new monitor.

but university exams as well as some seminars start soon so expect a slowdown in development  :(
Good luck with your university stuff! Do pop in as often as you can to keep us posted, even if it's just to say hulloo.

I like your new blocks, though I notice that setz's originals are mostly lit on the outer, upper three edges. This is a cool look, though it may be a little confining for future variations - what do you think?

thanks for reading!

[/text block]

Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 09, 2010, 07:14:52 pm »
> I got a LOT of motivation out of this post

Wow, thanks, I was hoping it was more encouragement than crticism!

I've started quite a few games (even lenthier projects) and never got finished because I took too much care of details before I started adding actual content (in this case I wanted to do some playable and enjoyable maps ASAP).
Good for you! This is one of the most important things an indie developer can do to ensure their game is actually finished. And I love the idea of getting playable maps.

Here's a system that may be helpful: if you have a nice long "to do list", mark each entry as either red, yellow or green. Red entries are super critical 'can't proceed without them' things, like major bugs you've noticed, or very important features. Yellow entries are minor bugs (an object graphic blips when a level loads, or text that doesn't fit on a line prints out fully before being moved to the next line) that do not affect the ability of players or testers to play the game from start to finish. They include such ideas as 'more frames in walking animation' and 'level intro swishes'. Green entries are the types of things that even 'real' console type games get released with, that would be nice to fix in a perfect world, but which may only bother the creators of the game. I imagine these things are mostly aesthetic, and are very very minor. Once you have your list categorised and rearranged, be sure to finish red items before yellow, before green (unless you need a tiny thing to do - indies need motivation sometimes, since they don't get money!).

...I'm just getting used to pixeling, so a portrait might be some work for me.
Ah, well, you coulda fooled me  ;). I guess since I was the one who brought it up, I should be willing to do the work of an edit to show what I meant - if that's okay with you and setz.

I like your new trident guy. Might I suggest "Ink Guard" as a possible name? (oh dear, I guess that means I'm really getting into the enjoyment of a project if I start thinking of names for enemies... :-[)

What would be useful would be a tool in which I can modify the pallette of a picture easily and compare the same picture with different pallettes, recommendations anyone?
Personally, I use GIMP for all my needs, because its a tool I'm used to using. But it is a little tricky to optimise it for pixelling. How about a left field suggestion from the world of ROM hacking? I have experience with tile viewing programs that display binary art as graphics in different formats (SNES, GBA, Mega Drive, &c.) and can import custom palettes, which you switch between while the art is displayed. Palettes can be built manually, or easily put together with an 'eyedropper' tool I use that a friend of mine made. The sprite-editing abilities are somewhat minimal, but it's useful for trial and error, maybe. If this kind of thing appeals to you, I can provide more detailed information.

I'm still thinking about adding colors to the pallette, namely some greens and some shades of the red and violet.
There are palette wizards here and on PJ who might be able to offer suggestions. There is also, I believe, some consensus on the practise of using pre-existing palettes for inspiration as long as credit is given. Searching for topics that mention palettes usually proves informative.

I've been trying to learn and adapt painters' palette techniques to pixelling, and here are some links that might be useful from the great art blog of Dinotopia creator James Gurney:
Post about the colour scheme designer website.
Post about an online gamut masking tool.
A seven-post mini series with easy introductions to colour theory and the colour wheel, with info on custom palettes.

It might also be useful to keep in mind that most games of, say, the NES or SNES era used a different palette for each world or level, so it may not be necessary to create a giant meta-palette, but rather a collection of smaller palettes that are complimentary to themselves.

I'm thinking about some tiny and big (shadows of) fishes, coral rifs or sunken ships, maybe all just in one dark color that gets faded against the background, but I don't really know where to start...
Those are all great ideas, and the more you wildly free associate, the more chances you have of coming up with even more cool ideas. I love the look of multiple silhouette background layers (not just because silhouettes are easier to make...) so I heartily encourage you to try out all your ideas with different colours for different layers, and play with the player's expectations of mass (e.g. if the level seems to have a distant horizon, a sudden, nearby, hulking shipwreck can create a surprising dissonance that most people interpret as a pleasant thrill).

Hmm to be honest I specifically designed the font for this game to give it a retro-ish look and I like it so far (a few letters and numbers aside).
The font is quite attractive, actually (though I think the "S" should have the smaller curve at the top rather than the bottom) so if you think it would look good at the resolution the game is homaging, then there's no problem, though my guess is the lines are a bit thin. I don't know the pixel dimensions of your font, but is it possible to bulk up the lines a bit, perhaps with a text effect like a drop shadow or coloured border?

I'm thinking about changing the size of the text-box to contain only two lines but maybe that's not enough for the text to be fluently readable...
Two or three lines is pretty standard. For me, the smallest amount of text you can show on the screen at a time will increase the readability, as well as making the writing seem punchier. Here's an example textbox from one of my all-time favourites, Phantasy Star 4, and another textbox from Zelda, Link to the Past, and a third textbox from Zelda, Minish Cap, that show some really good proportions (though, of course, the GBA one has to squeeze a lot into a small package!). Playing games like this helped to convince me that menus (which text boxes are a subset of, I'd argue) should always float like a popup, so that the illusion is maintained that the player still knows what is "under" them (they become less "intrusive" that way).

But that's one of the things I want to test on a map that is fun to play for me and some testers...
Great idea! I volunteer, selfishly, to be one of those testers!

The pearls (I'm now gonna call them like that  :hehe:) are a motivational thing.
Heh, I wasn't trying to be persuasive with subtle hint words like "marine"...honest!  :P

(which will be changed to +X when you collect more pearls in a row btw.)
Ah, well, that's a...whole new kettle of fish! That sounds like an excellent idea, and watching the numbers build up in chains sounds like great fun. Please make the lag time before the chain is broken be somewhat forgiving so that this enjoyment can be experienced to the full, since it sounds like it could be a major source of fun in your game design!

I'm going to do this, plus I wanted to add a little screen shaking when they stomp near you.
Cool, though I would think to use shaking sparingly, as the type of thing saved for boss battles, etc.

I'm thinking about a rotating star fish.
Might I also suggest a subtype of your spike ball that is on a chain, such as this one in Sonic & Knuckles?

Well, I've gone on a mile again - hope it helps!

Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 09, 2010, 08:24:05 am »
This is a terrific project, and I'm impressed with the progress, and the level of charm in the elements and details. It is actually pretty exciting to see people take the superlative mockups that appear here and at PJ and turn them into games (more fun for me in some ways than the 'real' game industry!).

Helm mentioned the portrait of the main character (nice names, by the way, of the game characters). My only complaint would be that it isn't a classically 'attractive' face, being rather long and plain, but the cartoonish style is unique and lovable and fitting to the spirit the game is displaying, so I think a realistic face would be out of place, even if 'prettier'. Plus it gives the game an immediately recognisable stlye. I would like to see a test version of it with a wider face (e.g. eyes further apart) if you didn't mind, which may be the thing that is actually bothering people who don't think it's quite right yet.

You have a 'guy' in your first screenshot, which was obscured and I didn't notice him, but your animation frames actually make a lot of sense, and it's a great character. I immediately thought of a shadow dude, or even more fitting, an oil slick creature. Helm's reflective outline made this image even stronger, and so I would love to see it like this - please keep the black silhouette look if possible. As for having red in them, since they are moving, there may be enough red in their tridents.

I like the video, which really sold the concept for me. What are you programming the game in? TIG forums is a great place for getting questions answered about independent game development, and I'll bet they can help you with your parallax background question (I can hardly wait to see those light shafts shifting independently).

I don't know how WIP your text box and font are, but they look a bit stark to me. The box is very large, and the letters are very thin. I also feel the score numerals are too small - a fuller, more cartoonish style might be more fitting.

I also noticed that the jump is quite staccato, going up and coming down in a quick burst - is this because of Cam Studio's frame rate setting? A slower descent might help suggest that she is underwater, as well as helping with landing accuracy (provided the left/right drift of the jump isn't too high).

I like the coins, and it looks fun to collect great piles of them, but they look spherical, like pearls (because of being underwater, I just assumed they were a marine object :-[), so I was surprised when you called them coins (nicely pixelled and shiny, though!). I didn't quite like that 'plus 1' came out of collecting them, though. Maybe this is because most other games I'm familiar with don't do this? (Sonic, Yoshi, Klonoa GBA, etc.) If all of them give the same amount, a counter isn't necessary, and if some give a higher amount, they could probably be made to look different.

I agree that the spikes are a little swift in their movement. I would suggest an accelerating drop and sudden stop at the bottom of their fall (like the drop of a heavy mace) and then, after a pause, they lift themselves back up (similar to the thwomps in Mario).

Hey, sorry for so much text, but I really like where this is going, and I hope I was helpful in some way - thanks for reading!

Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 20, 2010, 10:30:19 pm »
That interior is definitely cool.

There is an element near the end that looks like maybe a thick laser beam, but at first looked a little like light spilling in from above, which made me hope you will put in such a thing for the inside of your temple (I happen to dig the luminous effect of the strong contrast of when beams of light pierce an otherwise very large dark space).

Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 09, 2010, 04:35:07 pm »
I love all the backgrounds - and having sand on the crannies of the stone pillars is cool  :y:.  But I'm afraid that yellow colour in the sand just clashes too harshly (especially since - and correct me if I'm wrong Dr D - that Dr D no longer thinks you ever even needed to change it  :().

But I just stand in awe of how cool your pixels are - this is definitely a favourite of mine!  :)

Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 08, 2010, 07:56:47 pm »
Oh man, xhunterko, you hadn't seen the new one yet!  Sorry if I misunderstood anything you said!

@ Dr D : Since you can't stand on the sand, it seems entirely appropriate to me that it is a light background colour (almost like a drop off pit) and I personally loved the lighting techniques that are suggested by having similar colours (as in a film when the director wants to show how much sunlight is flooding the scene) and the sand texture seemed an effective enough contrast - but I'd love to see an edit if you have time, to more understand your view point.

Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 06, 2010, 03:40:30 pm »
Quote from: xhunterko
@Ninja crow: Darn you! You made me find a new chiptune label by going to that project page! (that's a good thing :)).
Yeah, it's pretty cool stuff, and thanks for the great tips!

Quote from: xhunterko
I couldn't tell if they were machines unless I looked a coulple times.
Wow, I'm really surprised by that - I thought the new shading on the metal was rich and amazing.  I'm afraid I have to disagree about a lack of contrast between what was supposed to be metal and what was supposed to be stone - it seems perfectly strong to me (the soup bowls (?) even have a central specular highlight) and I love the sharp line of shadow across the bowls, which helps them look reflective even more.  But maybe you can make an edit to show me what you mean?  (full disclosure: I'm going to be very hard to convince ;))

Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: May 05, 2010, 07:52:21 pm »
I agree with what Jakerpot has been saying - the praise is well deserved!

The shading on the far right machines is brilliant - just the perfect amount of dithering to make it look like real game graphics.

Please don't change the palette unless all other options fail and the fate of the world hangs in the balance - this is one of the most effective colour schemes I've ever seen.

I fell in love with this project instantly - I don't know how serious you are about it, but for me, I'd put this in a list of Top Ten Most Promising Mockups.  The creativity here (ninja in a cool land of techno-food) is off the charts and you may count me as a fan.  An uber fan.

If the project I'm working for (The Amazing Wilbot Project) winds up looking even half this cool and fun I would be happier than a happy clam in happy sauce.

Your ninja reads fine to me - the minimal style actually concentrates the coolness, and it is shocking to me how much character shines through with such a small number of pixels.  Please don't change him into something like a "chef"!  No offense to chefs, but while they may be something to respect, they are not associated with coolness, and the power of this mockup (for me) comes from the delightful juxtaposition of cool and whimsical.  Without the ninja, there isn't enough 'cool' and thus no juxtaposition to so strongly catch the eye!

I would have posted earlier, but all I had was love and nothing useful - but I am spurred into action now to 'help' the project by giving you as much assurance as I can that you are doing great (better than great, even) and that depression is the farthest thing you should be feeling right now.  Triumph is what you are brewing - I can recognise the aroma from here!

(p.s. if anybody complains too much about your dithering, please ignore them - you've been using it with impressive mastery from the start.  In fact, when you changed your columns, you kinda reduced them to looking like ice or crystal tiles, which is a shame, because the stone you had was simply amazing.  Hope I haven't scared you with a wall of text, I just couldn't help but express myself about your project!  Don't mistrust your incredible pixel instincts, they're spot on so far! :y:)

Pixel Art / Re: Grass [wip]
« on: May 03, 2010, 06:03:39 pm »
You won't believe how much your grass will pop if you can manage to get more yellow into the highlight colours, and also don't draw your grass as if it were a mat composed of cut blades all arranged flatly on the ground with no overlapping pieces - grass has depth and also tall clumps that overshadow shorter regions, and especially where it hangs over areas of flat earthy ground.

Here are some images to show grass that I felt was notable in some way:

These types of tiles and styles really appeal to me - what about you?

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: April 27, 2010, 05:52:31 pm »
@Photocopier & Howard:  Thanks for the help, guys!

GunApe == coolest new game character of the decade!

If it's not too much trouble, could you list the MMF extensions you are using?  I have Game Maker, and I'm curious if Fusion is superior in this plug-ins department.

Pixel Prospector looks like a cool site, congrats, Mr Day!  (though I do feel a little left out by havin' you on that other forum behind our backs... ;))

>I'm not gonna blow a whole lot of time on it, but I should get it to a good place before I move on, right?
Great philosophy - especially for games with such a small team! ;)  Nothing seems a greater risk to the birth of a game than to be hopelessly mired in details that could be fixed after all the important stuff is done - or never - just as long as they are at that minimum good place.  Of course it helps when the very first workable version of things is as awesome as your stuff is - seriously, there's hardly anything you've put into it from day one that didn't already kick all kinds of butt!  :y:

As for what to put in next, it depends on your personality:  Do you get bored if you work on the same task past the beginning 'hey, that'd be neat!' stage, always looking for a cool new challenge, or can you soldier on at the tasks that are the most important to next finish?  I would label each new thing you think of to put in the game with the following three settings:
  • Green.  Anything put in the green category is something either so esoteric that only a developer would ever notice, or with which the game could actually run, play, and be released without it ever having been implemented (e.g. wanting a colour change to an enemy, or having a special text effect over credits, or making something swish when you run past it, etc.).
  • Yellow.  These are things that make a difference, but which do not keep the game from running.  This category includes non-serious bugs such as an animation fluttering.  If you can actually get from start to finish without a feature, then it's a Yellow category feature (e.g. no specific animation for being knocked back by enemies, or no sound effect for an action like jumping, or no intro story, etc.).
  • Red.  These are serious issues, like the kind that can kill game play dead.  These are the missing sprites, fall-off-the-screen, 'what happened to my controls', 'where's the last level' type of issues.
Therefore, anything you label as a red category action would be the first to be worked on, even if something else were more fun.  The only exception would be if the fun thing could be done in a day or less!  If you are the type who has to have everything perfect before you can even think of moving on (vs. someone who paints in the broad areas of colour and then comes back to details if they have time or inclination) then this may rankle you a bit....  (in case you can't tell, I'm speaking of myself here  :) and have to go against my natural obsessiveness and try really hard to finish big things before the little things, even though the fear of people seeing my stuff half complete is nearly crippling - how about you?)

I don't know if you want to use such a system, or have one of your own, but if you'll permit me, I'll take the liberty of labeling your 'To Do List' (including past items and a couple of my own...) in the following way:

1. Fix intro text - green
2. fix intro re-entry flame - green
3. Add SPIDERBOT to the game... - yellow
4. Add health and coolant pickups to the random dropable system - red
5. Create a crate and container system - yellow
6. Create a point/score/money/RPG/selective end of level upgrade system - yellow
7. Continue creating intro sequence and main menu - as well as a "how to play" and credits screen - yellow
8. Start making City Rooftops Level End-boss. (MUWHAHAHAHA) - red
9. More Cityrooftops art - including kites and shit in the backgrounds... - green
10. terrain variation - building height changes, that sort of thing - red
11. I might just have to make a version that's obviously UI in nature. - green
12. The player model - yellow
13. and movement in general. - red
14. Complete the visible In-game HUD - red
15. Intro - yellow
16. Main menu - red
17. decide if there will be any in-game collectibles and if finding all (including hidden ones) is necessary for 100% & 'good' ending - yellow
18. level two concept - red  ;)
19. task someone who can be both prolixy and pithy to craft the story text or a set-up novelette - green  ;)
20. name the levels (one suggestion for city rooftops:  Ghost Colony) - yellow  ;)

You may wish to get a community consensus as to the category of each item, or make your own judgement, of course.  (I've numbered the list so its items can be easily referrenced)

Congrats on your new house!


Pixel Art / Re: RPG stuff [WIP]
« on: March 28, 2010, 04:53:16 pm »
Hey, that's really good!

I do think, though, that it's worth trying to see if the female sprite would look better if the arms were closer to the body: /U\ vs. / U \ - since it needs to look like her elbows are touching her sides, I think.

I like those three guys just fine now, they look like a fun team!

Pixel Art / Re: RPG stuff [WIP]
« on: March 27, 2010, 05:55:12 pm »
Hi, KFM!

Hope you are enjoying your time here at Pixelation.

If you want to make a female sprite in the cute style you have going there, my advice would be the following:
  • make the shoulders not as wide
  • make the arms point away from the body like this: /U\ - rather than toward the body like \U/ as you have for the men
  • move the waist to be closer to the chin, which will make the legs longer (which you also need)
And of course, a female hairstyle.  And that should be all you need for the sprite to read as female (if you want to put a skirt on a female sprite, there's room for that with the arms angled out away from the body).

Believe it or not, one of the most fun sci-fi RPGs I ever played was "Secret of the Stars". It was deep and fun and satisfying, yet had simple graphics (compared to what we're used to today) proving that game play was king.  I mention this not to imply that your graphics are too simple, but only to help take the pressure off if you are worried about the strength of your graphics - I think they are strong and cute so far, so you should be able to do just fine!

One tiny critique, though is that the guy's head with the red hair, is too flattened (no room for skull before the hair starts).  I hope that this isn't because you ran out of room for your sprite - you'll need some space for certain animations anyway, undoubtedly, so please think about leaving some room (I'm sure you could make them shorter by removing a line from their shirt).

And I like your signature - even though there is a sad face, I see it as a very positive thing to have the percentage numbers, which can only go up, right? I really look forward to seeing them rise and rise!


Low Spec Art / Re: Bitten by the sidescroller bug...
« on: March 27, 2010, 04:49:43 pm »
It's beautiful Howard, though I have to use my task manager to kill it (and is there any way to have a full screen with bars at top and bottom for the proper aspect ratio?).

I can't believe that nice blue planet - I have never seen such interesting and lovely patterning.

I'll try to make this a useful post by saying that the text tends to blend with the background, making it somewhat hard to read, and on the line where it is mentioned that the GunApe is returning, the word "returning" prints on the second line and then gets bumped to the third when it doesn't fit (a paragraph-ending character could be put just before the word with no detriment to the meaning, I feel).

But these are little little things, and do not affect the fact that it functions which is the important thing. In the interests of rapid prototyping, I would never fix anything that doesn't keep the game from functioning until the game is completed, because it is all too easy for a project to stall - even indefinitely - while fiddling on trivia.

Thank you for the update - again, I think it was beautiful and had a great atmosphere.

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: February 19, 2010, 09:25:56 pm »
The new heat HUD is awesome, and really goes with the style, and really gives a feel for how much is left before meltdown!  I also am looking forward to seeing if an always-on HUD is better (the fade in/out was a little distracting).

Let me just say immediately here that this time playing through the level, it wasn't just a salivary visual tour, I was having a blast!  And, since the addition of bumblebot, it's the first time I've made it to the end of the level, so I'm building up playskill for the game, and that's always a rush - I'm grateful!  (Danc from commented on the fun of learning game skills in a post on 'Soul Bubbles')

I love how the clusters of bumblebots ambush you.  BTW, do you have a name for your rolly-polly-bug-bot yet?  May I suggest pillbot?

I love the ground level change midway, and I love that plank you walk over at the end - it may not require any special balance, but it activated the same thrill areas of my brain anyway.  Sweet.  In fact, I was hoping to mention that I want to jump up onto things, but wasn't sure if it would be appropriate - now I just can't help but hope for small buildings and scaffolding platforms (&c) to be in my way!

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: February 17, 2010, 07:23:54 pm »
This is darn sweet.

But I need a health refill item to make it to the end of the level!  (a 'mission complete' when you reach the end would also be fun.)

If you walk off the left edge of the screen, you can't walk back (this is probably just a nitpick that doesn't need immediate addressing).

I'm also interested in your thoughts behind the jumping - what is the philosophy behind speed/gravity/height, &c.  What drives the 'feel' of the jump?

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: February 16, 2010, 08:37:23 pm »
Oh man, a broken link!  (and I been starvin' myself all week so I could splurge)

If you don't mind something fiddly, I noticed in the previous build that the exclaimer in the 'Mission Start!' is hard to read, because the diagonal stripes hide the break between the bar and the dot.

Can you specify a bit more about your troubles with the monkey?  Is it how to animate (as in, where should the arms be in each frame) or a technical issue (something in your 3-D modelling programme) or is it design (legs aren't the right length/shape/colour/whatever) or what, exactly?  Is it the face?  That monkey face is pretty small - I don't think you could read its expression unless it was exaggerated like a Mario character anyway - the devil is in the details, and this would bedevil me if I didn't save it for last.  How explosive are you imagining the final movement abilities of the monkey?  Can he leap around like in a comic book?  Yeah, I guess you could say I'm really interested.

Speaking of jumping, I'm also interested in how that will work.  Will there be a variable jump height?  Air friction?  Air drift?  When he reverses direction will there be turn friction?  (I consider these things to be the essential platformer elements, and demand them for platformer engines, but I don't know how much of a platformer you're looking at this being.)

[chants 'fix link, fix link!']

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: February 11, 2010, 06:27:56 pm »
Jad:  Thank you :)

Howard Day:  The new intro rocks (love that developer name) and the idea of the floating fireflies is also nice (you see, it's thoughtful details like this that convince me our relationship will be a good one!) but I couldn't tell whether they were being sucked into the words or being bug-zapped on them.

Bumblebot is such an awesome creation - a triumph of design and animation - and he's way fun to obliterate, too!  I just noticed, though, when you're shooting at enemies that those amazing explosions are too big against their bodies, and should be smaller so you can see what's going on - until they blow up, of course, which requires the biggest bang you can find!  (oops, it's only for large groups - when they're on their own there is actually an awesome-looking pulse for hitting them.  Sorry, man!  :-[)

I don't know if you noticed, but the 'T' key makes an explosion under the reticle.

These observations are mostly just to show I'm paying careful attention - they're certainly not show-stoppers - so please ignore them if you think they'll get in the way of your momentum.  Just about any tiny detail can be fixed in 'post' after the rapid prototyping stage where enough work is done that no one doubts it can be wrapped up easily (I wish Christmas presents wrapped up easily...).

Speaking of the game, I hope you keep a PC version, because I don't have a PSP!

Low Spec Art / Re: Bitten by the sidescroller bug...
« on: February 08, 2010, 07:23:58 pm »
Hi HD!

I was linked here from on the Pixel Joint forums, and just about had a heart attack!  I don't know if I've just been leading a sheltered life, or what, but this is probably the most impressive stuff I've ever seen.  Without the probably.

I didn't even notice the link to the movie clip that inspired this until after I had fallen into complete love with this project.  Thus, I have no qualms whatsoever with any of the conceptual decisions you've made.  I instantly read the environment as a colony on an alien world and was rather gobsmacked by the visually arresting look of the orange and white concrete and paint style, garnished so well with the great foliage.

And then, to add to this feast, came that wonderful player character!  A vision in blue and white to perfectly complement the red enemies.  How did you know that the gorilla was my favourite primate?  They have such power, grace, and soul - and are far more lovable and sympathetic than, say, chimps, even though they aren't as closely related to us.  And decked out in that full rig of armour - I tell you it's hard to come across something that really stands out when you get bombarded daily with countless amounts of visual information online, but your PlayApe stopped me cold, cleared my buffers, and made me take notice.  (though I really miss the shoulder armour that balanced the design style, and helped the character read as some kind of transorganic living vehicle - there's just not enough blue and white on the body without it!)

I love how the rendering, and resolution, give this all the charm of a classic sidescroller (I'm a SNES and Mega Drive guy, I have to admit, and pine for the 'glory days' of pixelled gaming) but with the eye-popping benefits of modern 3-D graphics (though having to chase down those dratted orbs every time they pop is a little annoying...).

Most of all I'm impressed by how quickly the project has advanced, and the dedication you've shown to it (I'm all too familiar with the endless stream of unfinished mockups posted all over online that never even progress to a playable demo).

My only regret is that I'm not yet accomplished enough for my praise to be as significant as I want it to be!  I'm just a writer, artist, and game designer trying to learn pixelling so I can branch into making my own games - but now I know it's people like you I'm trying to become as good as!

Love love love this!
Please please please keep it coming!

Hotly Anticipating in Eagerville,

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