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chronikerdelta

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  1. this + the cleaned up background should probably be sufficient assets to code the cleaner version of the border? If this is RPG Maker... well i've never worked with it so i dont know how it handles things like sprites, scaling, and rotation, but if it does allow you to do that, it should be sufficient. I'll mess with this in a bit to figure out what angle + what scale this image needs to be at to recreate the effect at the original scale of the background. but that ought to be enough to make it cleaner. I must admit, i barely know what I'm doing with graphic design stuff tho.
  2. The bow here seems to be a JPG? Which isn't gonna be useful for re-creating the effect yourself. If you can get it in a PNG file, i'll be able to tell you the correct rotation angle. I also dont know what engine Spork runs in and if it can rotate graphics itself or not; alternatively, does the engine accept vector art files? If I have a PNG of the bow I might be able to convert it to a vector graphics file (which will perfectly scale at any size). Oh and uh... i had some problems with toggle/hold running? Toggle didn't actually toggle the running, it still seemed to be "Hold" for me. Moreover, the way the game runs my character was running too fast for me to line up with stuff. Even when i held down the button to "walk" it was still really fast. I wonder if there's a way to set a maximum framerate or something?
  3. I might as well post the cleaned up non-bow background i did! There's a lot of transitional colors between the tiles in the background, i have no idea how intentional or not that was on enigma's part but i tried to maintain the pattern as best i could. Like I said tho, it was impossible to recreate the bow without having an accurate color sampling method (since the colors are distorted by the aforementioned fuzziness)
  4. Unsure if i should report this as a Bug or not, but the pixel art of the bow in the border doesn't scale properly, it looks fuzzy at higher scales. I know why this happens: since the original pixel art is a bow, but then rotated, the original image is already "fuzzy" if you zoom in enough, and upscaling it by pixels just magnifies the fuzziness. I have an idea how to fix this though, unsure if it's implementable in the engine, but it should be relatively straightforward to re-create the border itself and the pixel bow (with its sparklies) as separate assets, and render the up-scaled bow separately from the border itself and then rotate that upscaled bow (which will be a lot cleaner since you upscale the pixel art before rotating). If it's okay, i'm actually kinda messing around with trying to re-create the border and bow separately from each other and can post those assets when i'm done here? I was also going to try to measure the angle the bow is rotated at relative to the normal pixels. Edit: I managed to re-create a background, but as soon as i started trying to re-create the bow, i noticed getting an exact color match for the different sections of color used in the bow was mathematically impossible due to the distortion caused by rotating before scaling. Maybe ask the person who made it if they could provide those assets separately, so they can be properly scaled? I had to point this out since the rest of the game has BEAUTIFUL pixel art, and while i love the idea behind the border art, playing with it on at XL scale is not something i can do due to the way it clashes with the much crisper pixel art of the game. but like i said, it doesn't seem like it should be too difficult to adjust provided you have access to the original assets?
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