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425
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Developer / Art / Re: Art
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on: March 19, 2009, 07:32:20 PM
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but that IS AWESOME. u shud do some comics/animated series.. a few redesigns an it looks like a character from psychonauts
Thank you! I'm assuming you're saying I should draw some characters from comics/animated series? Yes, it's a stupid question, but I'm easily confused.Also, I still haven't gotten around to playing Psychonauts. MY SHAME IS INFINITE
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426
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Developer / Design / Re: Memorable gaming moments
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on: March 19, 2009, 07:21:42 PM
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The Chzo Mythos had quite a few. I'd say basically all of Trilby's Notes, especially the flashbacks/end, and the end sequence in 6DAS.
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427
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Developer / Art / Re: Art
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on: March 18, 2009, 05:46:58 PM
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Neat! I like the coloring...although is the light source coming from under him? Also what is written on that paper? I AM CURIOUS.
Thanks! Yeah, the light is from beneath him. Kind of a weird choice, in retrospect. He's currently in an impassioned discussion on the right to arm bears, and the paper has a proposition concerning such important matters.
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428
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Developer / Art / Re: Art
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on: March 17, 2009, 04:03:17 PM
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I'm not awesome like you guys, but... Here's a bear.  I'm trying to learn some digital painting stuff.
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429
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Developer / Art / Re: show us some of your pixel work
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on: March 14, 2009, 02:27:00 PM
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Martyman, that character line up is looking excellent!
I especially like that there's a giant robot clone of the (main?) character. Do you pilot him, or is he an antagonist?
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433
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Developer / Art / Re: When pixel art and polygons make love
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on: March 10, 2009, 01:13:21 PM
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less talk more pic  Yes. I'm not sure if this was intended to be lowpoly, but it certainly fits the description. Please Say SomethingAlso... I think it's worth making a distinction between low-end 3D and things that could actually be considered a union of pixel art and low-poly.
Most of the things posted in this thread have just been low-end 3D, in my opinion.
It might lowpoly only because the computers weren't too advanced, but didn't pixel art get it's origins in the exact same way? Just because a limitation isn't necessarily decided upon by the author, it doesn't make it worse or send it into a different group altogether.
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434
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Feedback / DevLogs / Re: A Game with Robots
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on: March 04, 2009, 02:20:26 PM
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The nurikabe is looking awesome. He could double as something to give you a boost up to higher places  Maybe when you beat him he falls over to make a bridge?
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435
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Feedback / DevLogs / Re: explorer
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on: March 04, 2009, 02:11:48 PM
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Does it have three legs? looks radOf course he's got a third leg! About half the human race does! hehehe Given jwaap's track record, it's not far fetched.  Oh, also, this is looking really cool.
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436
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Community / Cockpit Competition / Re: Super Evil Dungeon Man
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on: February 25, 2009, 07:49:42 PM
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I'm picturing an array of video monitors and numerous labeled levers.
Exactly what I'm planning. I'm hoping to have the HUD as customizable as possible, so you can have several monitors if you want. Plus, buttons don't come with labels. You have the choice of labeling them and wasting your space, or memorizing what they do and get more potential. You should be able to upgrade it as time goes on. And if you could record some cackling and maniacal laughter, that would be great.  Excellent idea.
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437
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Player / General / Re: Watchmen
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on: February 25, 2009, 07:35:40 PM
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Watchmen was sweet, etc.
Something that bothers me about the film is that the comics are done in what I think is sort of an old-school style. with the colors, the shading and such, and I think the movie should be done with older equipment to match that. Using the modern hyper-defined resolution just wouldn't be the same.
This is probably only me, though.
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438
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Developer / Art / Re: When pixel art and polygons make love
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on: February 22, 2009, 07:22:02 PM
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I don't like the Quake models at all. Good low-poly models tend to be cartoony, having very stylised or exaggerated features (which is why the TF2 cast lent itself so well to the style). Those Quake models are fairly shapeless and characterless, in my opinion.
Maybe the generic grunts, but...  Can you really tell me that this lil' guy doesn't have any character?
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440
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Community / Cockpit Competition / Super Evil Dungeon Man
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on: February 20, 2009, 09:28:24 PM
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I don't know if that'll be the final title, but it'll do for now. Basically, you control an evil genius villain, sitting in his little control room in his stronghold. Heroes try to defeat you, but you can use your onscreen controls to operate traps, give instructions to minions (I'm thinking the ones you can order around can only build, but they can build automated fighting minions for you), and you can build robots, which you control with a similar method. It'll all be mouse controlled, with maybe a few exceptions for when the player character is actually using a keyboard. Controlling a powerful robot with the mouse would be hard, but it also explains why video game bosses manage to be so incompetent!  Onscreen controls for when you're sitting in the stronghold would probably be modifiable, to account for new traps and such. Squidi's excellent idea had some part in helping this idea come to mind, so thanks to him. Anyways, this is probably way out of my league, but I'll give it my best shot. Wish me luck!
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