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Pages: [1] 2 3 ... 18
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Developer / DevLogs / Re: Human Passage
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on: April 22, 2013, 05:18:42 PM
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And what's all that wobbly mumbo-jumbo? It looks like an African mud hut during a rain storm. Ha! Hahahahahahahahaha!  ... I've been watching this devlog for a little while now. Interesting. Nice chimney too.
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3
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: April 02, 2013, 12:11:58 PM
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I think it's well done overall. Sections of the menu are well categorized & differentiated. These are both very important aspects of a good menu design, especially when there is so much information to handle. On top of that, navigation and item selection/toggling seem to flow well. Most of the space available is used efficiently - I imagine the map takes up more of the upper-right corner as it's further explored, however the bottom-middle and bottom-right have too much empty space in comparison with the rest of the menu. The one thing which bothers me most is that the style of the character doesn't match up with everything else. I suggest addressing that before you come to a final design.
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Community / Announcements / Mice of Valor - Indie Board Game
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on: March 26, 2013, 01:26:50 PM
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Hi all! Just released a new board game, and I figured it couldn't hurt to share it here. It's named Mice of Valor, and is about mice contending to collect cheese while avoiding such dangers as poison, mouse traps, and cats. It's quite fun. If you'd like, you can check out the game in more detail on its shop page. 
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Developer / Art / Re: Artist devlog - Pixel monsters
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on: March 24, 2013, 05:54:20 PM
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For Grim's bottom I would stick with a torn cloak. The bubbly thing you've got going on is... awkward? Doesn't read quite right in my opinion. The sprite is much improved otherwise. Also, I was fond of the less menacing facial expression in the first image.
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Developer / DevLogs / Re: ¡Cacto Loco!
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on: March 24, 2013, 05:44:50 PM
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Yay! Still going!
I was guessing that the entire game would be in a desert setting... but now that you mention it, other settings could be sweet too! Where will the cactus go next, I wonder?
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Developer / Art / Re: Pixel monsters
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on: March 01, 2013, 07:12:18 AM
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Monsters can be generic... It's not glaringly generic or anything like that. What I mean to get across is that it doesn't need to be changed because of that.
Nice edit, Geti. Super sweet.
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10
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Developer / DevLogs / Re: Shootout
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on: March 01, 2013, 07:03:39 AM
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Nope. No arcade mode. I've been working on other projects. I don't particularly want to work on this one any more. Additional stages may or may not be made. Another freeware project without the necessary motivation. At least it's not completely dead... yet. 
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Developer / Art / Re: Pixel monsters
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on: February 24, 2013, 08:14:46 PM
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If you bring the monsters slightly closer to the same vertical position there could still be enough depth without having to draw back view sprites. That might be worth a shot, if you havn't tried it already.
Interesting idea to have the overworld show behind battles - I like it but also think that it could be distracting. I'd try darkening the background, in addition to desaturation. A dark background would compliment your sprites well while also giving more focus to the battle. Yup. That's my input.
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14
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Developer / Art / Re: Pixel monsters
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on: February 24, 2013, 04:45:34 PM
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Killer!
A reaper character could go either way, I suppose. It'd be suited well to rarity & non-evolution, but at the same time I can imagine it's weaker & stronger versions looking particularly awesome. Hmm...
By the way, love the golems!
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