msav instructions
Click HERE to play the game
NOTE: all the graphics mentioned below which require transparency should be PNG. Ideally should be an 8bit PNG with as few colors as possible without deforming the colors (e.g. 32color, 64 color, 128 color etc.). 8bit PNG will only have 1bit of alpha, so if more is needed (e.g. for smooth edges), then 24bit PNG is the only option. The only drawback of using 24bit PNG over 8bit PNG (or a 256color PNG over 16color PNG) is filesize. I.e. at the end all the differences can add up and you can end up with a 1MB theme - its upto you how large you want it to be.
BACKGROUND
1000x700 jpeg called 'bg.jpg' (all lowercase)
BALL
80x80 PNG with transparency called 'ball.png'
will be rotating so shouldn't have too much lighting baked in
make sure it stands out against the background so is easily noticable
SPLAT
roughly 80x80 PNG with transparency called 'splat.png'
exact dimensions doesnt matter
NET
PNG with transparency, couple of pixels wide, about 220 pixels high
should be called 'net.png'
PLAYER
- need a PNG with transparency for each state (details below)
- Do the graphics for the player facing right, I will flip them for the left-facing player.
- The player graphic should be 150x150 (thats how big the collision circle is). BUT the canvas CAN be bigger if you want to add trails, effects, lines etc. coming out. (e.g. when doing speed-burst etc.)
- In this case crop the image as tight as possible while making sure the player (collision area) is in the center of the canvas. E.g. if the player has long trails on one side, you should leave roughly the same amount of blank canvas on the other side, so the player remains in the middle of the canvas.
- I would advise making a PSD with canvas size 450x450, do all the states for a player in one PSD with the main body always in the center (and within 150x150), and crop accordingly when exporting each png.
States:
- IDLE (idle.png)
- MOVE FORWARD (move_f.png) - when player presses forward. Just keep it subtle and indicate forward motion
- MOVE BACKWARD (move_b.png) - when player presses back. Just keep it subtle and indicate backward motion
- SPEED-BURST FORWARD (charge_f.png) - when player does a speedburst, indicate speed, maybe trailing lines behind etc.
- SPEED-BURST BACKWARD (charge_b.png) - similar to above
- JUMP (jump.png) - when player jumps
- SPEED-BURST JUMP (jump_burst.png) - when doubletaps up and does a speed burst upwards
- FALL (fall.png - when player is falling, maybe falling lines, trails etc?
- FLOAT (float.png) - when player is floating (a nice floating pose could be cool)
- HIT (hit.png) - when the ball hits the player, maybe facial expression or pose could show impact
- DEAD (dead.png - happens for a second when the player dies (drops ball) - can be animated (multiple frames)
FOLDER STRUCTURE
- create a folder with the name of the theme (e.g. arctic) with no spaces or capitals
- under this there should be the following folders (all these filenames and foldernames are set in stone and must be obeyed for it to load)
- ball (this is where the ball.png goes)
- bg (this is where the bg.jpg goes)
- net (this is where the net.png goes)
- player1 (this is where all the player states go, idle.png, jump.pg, move_f.png etc.
- player2 (this is where all the player states for another player goes, idle.png, jump.pg, move_f.png etc. if you don't have a second character just copy the ones from player1
Contact me for info on how to get it in the game or any other info.
Thanks you please,
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