Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:24:17 AM
  Show Posts
Pages: 1 ... 42 43 [44] 45 46 ... 59
861  Developer / Creative / Re: So what are you working on? on: May 30, 2010, 07:59:03 AM

working hard to get indiecade demo of rpg ready aaaah
Hand Any Key EpilepticHand Joystick
Graphics are shaping up nicely.
Really digging those purple crystals, can't wait to see more.
862  Developer / Art / Re: show us some of your pixel work on: May 28, 2010, 06:15:28 PM

this is not a copyright infringement
Make this a co-op platform shooter. Or else.
I think it's going to be topdown or 3/4 view
863  Developer / Art / Re: show us some of your pixel work on: May 28, 2010, 07:43:41 AM

this is not a copyright infringement
Btw this light saber dual game is tits.
Hope to see more from this. :]
864  Developer / Art / Re: show us some of your pixel work on: May 25, 2010, 10:52:20 AM


More character portraits. I would really appreciate feedback on these.
The black white contrast is fairly well done, I'd say keep on going.
Some of the hair is a bit un-readable but the faces have character to them.
The only one that feels really off is top right with the large nose.
865  Developer / Art / Re: show us some of your pixel work on: May 25, 2010, 06:12:24 AM



Allow me to apologizing ahead of time in case its my mistake that these aren't even the same characters or sprites.
But they seem so similar that I had figured they were the same.


Man, the converse shoes are way better than black shoes.  They add balance since his scarf is also white.


Originally this character never had a scarf, or "converse" shoes.
Secondly, the new idle pose for this character is very bland.
I personally think the scarf doesn't belong either, it doesn't add any kind of composition.

It seems he only added a scarf because every other character seems to have one.
I only mentioned the shoes because they look the exact same as the first characters in the list.


Who actually used to have sandals...
Maybe it's just that all your legs and feet look the same, so I think they are the same sprite.
Cause this guys pants look like the exact same.


Converse shoes suggest a personality that is less bland:
It complete the scarf as it is not fitting either. Both work together to say more about the character. Without them he look arrogant, with it's more a rich brat.
866  Developer / Art / Re: show us some of your pixel work on: May 24, 2010, 11:37:06 AM
yeah, i'll fix the pidgeon toed thing, but you made the feet fucking huge on some characters, barely changed others, and for the green dude you made him look a bit too stable
Did I not mention that I made the feet too large.
The originals are too small, and by me making them "too big" they appear much larger in comparison.
Thats because I drew the feet separate before pasting them on top of the original characters.
I just didn't bother touching up my edit cause I assume it got my points across.

As for "making the green guy" look stable... that was the point, right now your feet really don't look like feet to me, instead they look like blobs attached to some legs.
His back foot reads as though it doesn't even have a heel.
But that's just my opinion.




I think the original feet look better. The lack of lines at the bottom of the edits makes me a little crazy.
I wasn't trying to remove the black outline from the style :/
Was just lazy in my edit and didn't bother adding an outline.

I still think my point about the shoes are valid on all accounts.
Mentioned this same thing when I saw the sprites the first time.
The designs are solid, but the feet are just too un-natural to me and it sticks out.
867  Developer / Art / Re: show us some of your pixel work on: May 24, 2010, 06:56:16 AM

Some nice characters.
But their feet are really bugging me.

I've prepared an edit so you can see whats up with their feet.
                                                      Original

The red cross represents their shoulders and body line.

  • Your feet are all drawn as if they are pidgin toe'd
  • The feet seem a bit too disproportional, could just be me.
  • Also seem quite flat and blocky.
  • Buddy with flames seems off balance.
  • Stylistically speaking converse type shoes do not fit on the second guy.
                                                     My edit

My edited feet may be a bit bigger now, almost clown like when thrown on your characters, but I hope you get my point.

Edit to 14113:
The shoes on 2nd look like the 1st characters shoes with some "slight" changes.  Undecided
I personally just think the shoe design doesnt varies enough from the character before it.
Provided an edit, so he can decide to take my critique or not.
868  Developer / Art / Re: show us some of your pixel work on: May 18, 2010, 04:21:42 PM
869  Developer / Creative / Re: So what are you working on? on: May 09, 2010, 03:13:52 PM
THIS



Jwaap 40 crates is looking amazing, the co-op looks awesome and I hope to see some harder bosses.  Hand Metal Left
870  Developer / Art / Re: Mockups on: April 27, 2010, 11:18:17 PM
Yea, I know the playing field is too small, I'm not the programmer of this project.
Was just a quick mock-up of the tiles, the programmer took it upon himself in replicating my mockup.

Nothing really concrete here, the levels were tiny to beta test pit falling which all works.
I'm not noticing too many read ability issues in-game.
The crates and stuff have been altered.

I figured the dither and tile pattern'd floor was a bit overkill though.

871  Developer / Art / Re: Mockups on: April 27, 2010, 09:54:07 AM

Still working on this mockup.

Player = Flame thrower guy, the resolution of the "mockup" isn't the actual game's resolution mind you..
The guy being eatten by zombies is not supposed to be green, he should be enemy human color like blue or red shirt.

this is game res
872  Developer / Art / Re: show us some of your pixel work on: April 22, 2010, 11:08:15 PM
873  Developer / Art / Re: Art on: April 22, 2010, 07:38:01 AM

Portrait practice.
874  Developer / Art / Re: show us some of your pixel work on: April 21, 2010, 12:05:19 PM
Playing with the Arne Pallet

875  Developer / Art / Re: show us some of your pixel work on: April 19, 2010, 10:04:41 AM
876  Feedback / DevLogs / Re: Soluble v1.5 ("procedural" platformer) on: April 15, 2010, 11:59:31 PM


Click the image for new youtube video, found an effect I like for the drain, what do you think?
Tried a few things with the water, to no prevail.
Maybe I just need some sleep.

v1.6


New tiles

Skipping 1.7-1.9 as those were all trial
New waves have appeared.


V 2.0!
877  Feedback / DevLogs / Re: Soluble ("procedural" game) on: April 14, 2010, 10:12:17 PM
Hey hey, new updates today.




V1.4
- new level generation (no more impossible stages, tiles labeled red always exists)
- small bubbles (touch regular bubble = bigger bubble)
- bubbles now float on top of water (too easy?)
- double jump!

Double jumping actually would allow you to complete the old impossible levels.
But since I changed the generation no impossible levels occur ever.
Also found that with doublejump, wall jumping gets ignored though cruising around with both is unlimited jumps.

V1.5
- bubbles now get trapped in air pockets and under solids
- big bubbles heal you for more
- protagonist is now purple
878  Feedback / DevLogs / Re: Soluble ("procedural" game) on: April 13, 2010, 10:21:02 AM
Woah, it does look exactly like a Golliwogg.
I was going for like a bloblike gish with lips...

Have uploaded a new version "1.1"
Now you can select to go straight to Hell mode or not (score isn't tallied if you do this)
Also I have played around with the level.

You can also now jump higher in and out of water.
So as it rises it can help you reach impossible bubbles, pending you don't die.

This is what the level looks like before it's generated.

Edit: New level generation and double jump!

v1.3

879  Feedback / DevLogs / Re: Soluble ("procedural" game) on: April 12, 2010, 05:16:15 PM
Right now the bubbles and bricks are being rolled for their creation.

bricks 1 in 4 chance
bubbles 1 in 5 chance

Trying to figure out a better way to go about doing this generation of levels.
(using game maker btw if it wasn't obvious)

Oh and a nice surprise at level 15 HELL MODE!  Evil Hand Metal Right

880  Feedback / DevLogs / Soluble v2.0 (new water effects!) on: April 12, 2010, 03:25:28 PM
Original engine from GMC by YellowAfterlife

Play now v2.0

Gameplay video
Hellmode video

Arrow keys to move
Opposite direction to wall jump
Collect bubbles for health
Water progressively gets faster per completed level

(current issue aka feature: you can stick to walls by flipping, seems the mask goes in the solid)

If you come across an impossible level you can press R to restart the level without losing your level count...
This is hacks, but currently the only way around impossible procedural levels.






I can only get to level 7 myself. D;
Edit: Level 10
Maybe I made it too hard?
Pages: 1 ... 42 43 [44] 45 46 ... 59
Theme orange-lt created by panic