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1075743 Posts in 44138 Topics- by 36109 Members - Latest Member: Transmission

December 28, 2014, 10:20:41 PM
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861  Community / Versus / Re: Mushrooms Hate Kaya on: January 25, 2011, 12:15:09 AM
The premise and graphics are adorable, and I'm a fan of asymmetrical multiplayer, so I'll be keeping an eye open for this one Smiley Good luck, and good work!
862  Developer / Workshop / Re: Looking to improve on: January 25, 2011, 12:13:35 AM
Good! Now study this, see the difference in your sprites? these use color for shading a face, or a larger part of the shape. With pixels you can't really detail each pixel for a different part, you group things.

Green: Nice work! I'm glad you did it, I was afraid to. Smiley

Why were you afraid to?

Quote from: Derek - In the Workshop Rules Thread
1. It is understood that if you post artwork here, it is being made available for critique and feedback, including edits of the art.

(snip...)

4. On the other hand, getting overly defensive over your artwork when people are being perfectly constructive is also not acceptable. You are here first and foremost to improve.

By all means, I appreciate all feedback, and edits are a great way to illustrate the explanations you give. The reason I posted here is because I know I'm a noob, and there are many amazingly talented artists with tons of practice in something I want to become better. I'm grateful for the explanations, feedback, and encouragement. Don't feel you have to go easy on me, I'm a big boy now. Smiley
863  Developer / Workshop / Re: Looking to improve on: January 24, 2011, 09:47:43 PM
Looking forward to seeing the improvement.


and sorry..

Why are you apologising, those look fantastic! I hope to one day be half as skilled  Hand Thumbs Up Left  Gentleman
864  Community / Versus / Re: Atomic Rushers on: January 24, 2011, 06:56:30 AM
Looks like a lot of fun!
865  Developer / Workshop / Re: Looking to improve on: January 24, 2011, 12:33:17 AM

Ooh, shiny! Smiley

Thanks a lot. I've actually been doing some more work this weekend taking all the advice here to heart. I'll be sure to post some updated sprites this week.  Hand Thumbs Up Left
866  Developer / Workshop / Re: Looking to improve on: January 23, 2011, 07:36:00 PM
Thanks for all the advice. For a while I was uncertain what you all meant by 'hue' and 'saturation' (yeah, I'm a noob), but then I realised it's the other two sliders in the HSL tab of graphics gale.  Durr...?

So I've started playing around with those, and yeah, what a difference.

@thedaemon: Who knew such a small change would make such a difference!

@green:  Kiss Wow.
867  Community / Versus / Re: Trans-Dimensional Dash on: January 23, 2011, 03:46:15 PM
"Passion Aggression?"
868  Community / Versus / Re: Depths of Despair [ Multiplayer dungeon simulator! ] on: January 23, 2011, 03:08:40 PM
Beautiful tiles, and the concept (1 DM vs several adventure players) is something I've wanted to play/make for a long time. I look forward to trying this one!  Hand Thumbs Up Left Hand Thumbs Up Left
869  Community / Versus / Re: Kung Fu Spirits on: January 23, 2011, 03:05:40 PM
That is a sexy mockup screen.  Hand Thumbs Up Left
870  Developer / Workshop / Looking to improve on: January 21, 2011, 07:01:43 AM
Hi folks, I'm doing the art work for Powernoughts, and after posting my first mockup I realise I could really use some help:



Any suggestions on how to make it look more vibrant, make it 'pop' more? The ships on the lines of blocks look like they get a little lost, maybe change the colours some? And I need to do something about the drab background colour of the playring field, but without detracting from the important stuff (items and stuff bouncing around).

Isolated game element sprites








Any pointers, tips, suggestions very welcome.  Smiley
871  Community / Versus / Re: Powernoughts on: January 20, 2011, 11:51:30 PM
Make the board trippy-spinning! This would add some action!

Not a bad idea, maybe for a future iteration. There's going to be a lot of action even without it though, coins, bombs, powerups, explosions all bouncing around amid 4 different tractor beams/repulsor beams/player shots.
872  Community / Versus / Re: Act of Violence: Kosplay Kombat (temp) on: January 20, 2011, 08:40:33 PM
I love the concept, and the comic totally sells it. If you can, you should definitely include those three panels as the intro of the game. Other than that, the setting made me chuckle. I so want to play this when it's ready!
873  Community / Versus / Re: Powernoughts on: January 19, 2011, 11:38:40 PM
Here's a mockup with some of the essential game elements - the rows of insulator blocks, the Powernoughts (player entities) on them, the power generator blocks in the corners, and some dispenser hatches in a random layout which is nowhere near final.



Still to do:

- Dispensed items (coins, gems, bombs, other assorted weapons, powerups)
- Attractor, Repulsor, and Shot for each player entity
- Scoreboard and UI
- Player entities probably need more definition
- Playing field background tiles
- Border for playing field

Thoughts, comments, suggestions - all welcome!
874  Community / Versus / Re: Guardian Soul on: January 19, 2011, 10:00:03 PM
Great idea, and loving the mockup!
875  Community / Versus / Re: Powernoughts on: January 18, 2011, 10:05:01 PM
Alright, here's the basic idea we're working from: The game is somewhat similar to Warlords, but players are each placed over a line of blocks on the 4 sides of a square playing field. In the middle of the field are a bunch of dispensers that spit out coins, gems, bombs and other weapons, and powerups. Players have three abilities, an attractor that makes redirects objects in the field towards them, a repulsor that redirects objects in the field away from them, and a weak shot that can damage some objects, like bombs and powerups, but not other players or their line of blocks.

So the basic premise is try to pull the good stuff towards you, try to push the bombs towards your opponents, try to prevent your line of blocks from getting blown up, and be the oen with the most coins at the end of the round. There's a number of other game elements (the blocks you move on, and what's underneath them, the different weapon and obstacle types, player stats, etc) and nuances, but that's the basic premise of it.


876  Community / Versus / Powernoughts on: January 17, 2011, 11:20:00 PM
Update 1/30: Backstory, updated mockup

Setting:

As the universe begins to collapse in on itself in the early stages of the Big Crunch, the gods of the pantheons once again reconvene at the Collosseum At The End Of The Universe - conveniently located two parsecs down from downtown End Of The Universe, with it's famed eateries and recreational venues - for the traditional End-Of-The-Universe competition, with the winner earning the title of Lord(or Lady) of the Universe, and the responsibility of creating, shaping, and watching over the next universal cycle.

Gameplay: Collect coins. Avoid bombs. If possible push bombs into the other players or their bricks. Collect as many coins as possible within the time limit for the round. Avoid taking damage, as it will cause you to scatter coins, which other players can then steal from you. Prevent damage to your insulator blocks, since they are the only thing keeping you safe from the power current beneath them. You can move over the power current, but take damage when you do, so losing insulators essentially hampers your mobility somewhat.

The first build features:

* 4 different player ships, each able to attract, repel, and shoot stuff
* Coins - attract them, collect them
* Bombs - repel them, or even better, steer them at your opponents and their insulator blocks

Future builds may include:

* More ships
* More point items beyond coins
* More weapon types beyond bombs
* Powerups
* Configurable rules
* Additional maps with different gameplay conditions


This project is a collaboration between Cthulhu32 (code/design) and myself (art/design).




877  Community / Versus / Re: Argue Mentor on: January 17, 2011, 08:47:10 PM
Make it like a fighting-ish game in which you use your wits and clever argumentative ripostes as attacks and semantics as defense.

You could even frame it in the context of presidential candidacy debates, with two candidates debating something, and an audience of X spectators, each with a set of stats that the debaters can appeal to etc. Finally, at the beginning of each battle, you could have a random sentence generator of some sort that poses the subject to debate (the more ridiculous the better), and then have a coin toss, whoever wins can choose 'for' or 'against, or to go first or second, with the other player getting to choose whatever the first player didn't choose.

I think a similar idea for this was in last week's Extra Credits or something.
878  Community / Versus / Re: Collaboration thread. Get help, offer help! on: January 17, 2011, 06:09:15 PM
I'd be up for a collaboration with someone. My GM skills are weak, so I'd volunteer to do the art (samples) and do or collaborate on the design. So I'm looking for a programmer to do something with. If you know GM that works too.

EDIT: Cthulhu32 and I will be collaborating on this thing here.
879  Feedback / Finished / Re: The Indie Game Legend on: January 14, 2011, 10:13:42 PM
Woo hoo! Go go Phubans!
880  Feedback / DevLogs / Re: Chocolate land on: January 13, 2011, 11:25:52 PM
Never heard chacha used in that context before. There are many places where Spanish is spoken though.

But yeah, how about them gams? Is 'Chocolate Land' final, or is it still a WIP name? I keep wanting to call this 'Schokoladenland'. :D
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