I'm developing a visual novel using Impress called "The 2 Wise Men". Hope to have something to show in the next couple of days.
Recent community posts
Found out about this recently for LibreOffice:
Forcing the user to click on a Slide Control to advance to another slide
We must make sure that the user can only proceed from one slide to another
by clicking a Slide Control. As it is, when the user clicks the mouse anywhere
on the slide, the show will advance to the next slide whether it’s supposed
to go there or not.
So here’s how you give the user no option but to click on a Slide Control in
order to proceed.
In the Slide Sorter View, hit Ctrl-a to select all the slides, then in the
Slide Show menu select Slide Show Settings… to bring up the Slide Show Settings
dialog box (Fig. 10.47)
The Slide Show Settings dialog box
Check only the Radio buttons next to Range > All slides and Type > Default,
then, in the Options section, make sure you only have check marks next to
Mouse pointer visible and Animations allowed—NOTHING else should be checked!
This seems a little arbitrary. I've been working on some examples with Inky before I registered for this jam, and it uses mouse clicks. If the content is all text, why should interaction via a mouse be excluded? It also seems odd, because one of the submissions currently available, "Marooned", uses mouse clicks to navigate...
Loved the graphics, and it is a great font choice. I got out of the first room, and then wandered around aimlessly picking up and dropping things and trying VERB/NOUN combinations until I got bored (that happens a lot -- I get bored easily in situations like this). I think the game needs some hints! But I liked it a lot, including the Spanish Inquisition joke!
I could help you with some stuff (I'm a little hesitant to commit myself before I know the extent of the game...)
Here are a couple of recent bits of game art:
...and here is a somewhat older(and bigger!) example of character design:
What game engine are you using?
This program (Perler) may prove useful for producing pixel art from photos etc. -- it's free, and you get lots of options and control:
...but it is not intended for pixel art apparently! You'll need to take a screen shot and then play around with it.
What I started with -- Reduced -- (original image is 1820 x 2730 pixels)...
Imported into Perler and reduced in size and colour palette (note "Enlarged by 4x for your viewing pleasure" at top left)
Screen grab imported into Photoshop (any editor would do) and reduced by 4x... (Vertical green line is one pixel wide)
Exported gif file -- 1.52 k.
(Ooops! Ha ha! OR, alternatively, you could go to the Menu at the bottom ("Palette, Dithering..." etc.), and under "General", you will see "Export Image". The program will only export PNG format, but I guess that's ok. The sizing part seems a bit quirky, so you may still want the "Screen Grab" method as a backstop.)
I could have tarted it up somewhat -- this is raw production. Better than many other programs I've seen. Hope this may be useful for some people.
Here's my two pennies. In my opinion, vector art tools do not lend themselves to pixel art production. I've got Grafx2 (It's like stepping back in time!), Aseprite and a really old copy of Photoshop. When pixels rule, vectors struggle. Each one of these programs has its strengths and weaknesses, but I think you need to devote some time to finding a pixel art program that you feel comfortable with. Or hire somebody!