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Reviews for "Pixel Sandbox"

Couple things

The controls are really...not great. Up to jump would be much better, coupled with, say, holding down a button to lock yourself in place so you could adjust the cursor as you wish.

You mentioned the level codes having to be ~25k characters long. You could easily write a compression algorithm to make it much smaller. For example, if there were 5 blocks of color X in a row, it could simply read X*5 instead of XXXXX. Additionally, chances are most blocks are going to be clear. Don't need those in your code. Try it out.

It has real potential. Maybe adding something like a tetris-esque physics system you can enable/disable would make a fun little "destroy the castle" kind of thing possible, or pre-made levels you have to edit to make look like something in X moves.

nice stuff

was fun to see the concept ... I'm not good at making art though so it's not very long lived for me

but what this really needs is an import/export function... how to save?
why reinvent the wheel? save it as png it got all you need... transparency... colors...
(btw add transparency in the game it's nothing else then a 4th color)
you just need to decide on a color you which should be very unique to save the character location...

if you dont need 32bit colors maybe go with gif... less overhead

i-am-not-jesus responds:

If I had made the game in Adobe AIR, doing that would be a snap. However, for regular Flash, I think you need to do some php stuff to export images, and I'm really stupid when it comes to that. :/

holy moly!

hey

you are the first i have noticed not to break any pixel laws. that is amazing. First of all the camera moves "a pixel" at a time, which means that it moves the right amount of screen pixels in coherance to the pixel size you have decided.

you are the first i have noticed to not rotate pixels. Did you animate the squares-particles to rotate "the right" way (in the intro), or is it part of you programming?

thats pretty tight mister. props from an angry old pixelprick like me. I hate when creators use pixels without sticking to the estethics. But you just made my day.

as for the overall idea and usabilty i'm not so much though. sorry.

andreasng ^__^ /

i-am-not-jesus responds:

Thanks! I agree, it's really annoying when there's games that violate pixel laws, whether it be movement, different-sized pixels, gradients, or awkward rotation. If you're going to go old school (or in my case, GBA), at least get it right. I've been developing a game engine for the past few months used by this game that intentionally forces all of the graphics to follow "pixel laws". The squares are rotated using Flash's regular vector rotation thingies, but my code makes sure that it looks right.

Expect all my future games to adhere to pixel rules as well!

original

NIce concept, the game worked out quite well.
I spent about an hour filling the map with pink....
like other people said, controls where weird, but easy enough. It has potential, i would like to see some artwork made on this

Great game considering the constraints

cool, but add flying and/or muptiplayer.

title says all