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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
Verified account
@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    1. Pace Smith‏ @PaceSmith 24 May 2019

      In deciding the art style for our #metroidvania, it's important to decide how big the player is relative to the screen. Tight focus on the PC, or zoomed out to highlight the environment? Here's how many PCs tall the screen is for several different Metroidvanias (thread):

      7 replies 35 retweets 123 likes
      Show this thread
    2. Brian McGee‏ @Bricobrosse 24 May 2019
      Replying to @PaceSmith @AxiomVerge

      Can’t you zoom the camera in and out to create different feels for different areas? I want to say Guacamelee and Shadow Complex did that but can’t remember for sure.

      1 reply 0 retweets 3 likes
    3. borb  🐌 🐌 play emuurom‏ @borbware 25 May 2019
      Replying to @Bricobrosse @PaceSmith @AxiomVerge

      axiom verge does that too in some boss fights!

      1 reply 0 retweets 1 like
    4. Jack Spira‏ @sanbox_irl 25 May 2019
      Replying to @borbware @oggborbis and

      It’s tricky with pixel art. Hollow Knight can do it most easily (and does it a bunch) but you need to zoom to other 16/9 resolutions, which means you’ll need to know what your “base” is before you think of that

      1 reply 0 retweets 0 likes
    5. Pace Smith‏ @PaceSmith 25 May 2019
      Replying to @sanbox_irl @oggborbis and

      Right, pixel art will look crappy if zoomed to non-integer multiples, but that still gives us the freedom to zoom in and out to integer multiples for certain big rooms or boss fights, or to zoom in for cramped spaces / tight framing

      1 reply 0 retweets 0 likes
    6. Jack Spira‏ @sanbox_irl 25 May 2019
      Replying to @PaceSmith @oggborbis and

      I’ve always just still found it so constricting! Especially since if you do that nice and slow zooming, you have tons of mixels. This is a big reason why I don’t like making pixel art games myself

      1 reply 0 retweets 0 likes
    7. Pace Smith‏ @PaceSmith 25 May 2019
      Replying to @sanbox_irl @oggborbis and

      I think this zoom https://youtu.be/ipCI8CV2SeA?t=209 … in Axiom Verge looks great. It's not slow, but IMO it is nice. But yes, it is constricting. But hey, pixel art is the only kind of art I can actually do, so I love the one I'm with (;

      2 replies 0 retweets 0 likes
      Tom Happ‏Verified account @AxiomVerge 26 May 2019
      Replying to @PaceSmith @sanbox_irl and

      You could do a smoother zoom with pixel art if your render target is higher res (1920x1080) and you zoom *that*. AV uses a 960x540 target for those rooms so it's a bit chunkier as the pixels jump a larger distance during the off-integer transition.

      1:02 PM - 26 May 2019 from California, USA
      • 3 Likes
      • borb 🐌🐌 play emuurom Jack Spira Pace Smith
      1 reply 0 retweets 3 likes
        1. New conversation
        2. Jack Spira‏ @sanbox_irl 26 May 2019
          Replying to @AxiomVerge @PaceSmith and

          Believe @konjak did that with all of iconoclasts

          1 reply 0 retweets 1 like
        3. Joakim "konjak" Sandberg‏ @konjak 27 May 2019
          Replying to @sanbox_irl @AxiomVerge and

          art made for a 640x360 resolution, game natively operates at 1280x720

          0 replies 0 retweets 1 like
        4. End of conversation

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