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2362
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Developer / Art / Re: show us some of your pixel work
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on: December 24, 2011, 07:14:58 AM
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I really believe the problem herein lies with the color choice; you need to stray from fleshy brown or beige tones and choose something completely different.
Yeah, perhaps just changing the scarf to the same color as the blue of his shirt would be a great change.
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2363
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Developer / Art / Re: show us some of your pixel work
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on: December 23, 2011, 06:24:34 PM
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 Let's run backwards.  Really, I think just pushing his chest forward might fix that. Unless you want him running backwards, in which case, it's perfect. 
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2369
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Developer / Creative / Re: So what are you working on?
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on: December 20, 2011, 03:23:37 PM
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My game, Soldier Of.  Trying to find pretty much the perfect mix between 3D objects and 2D sprites. @ANtY - Looks somewhat similar to Puzzle Quest. A puzzle game with RPG elements in it?
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2370
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: December 20, 2011, 03:21:55 PM
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Alright, so I worked a little on the park.  It's got animating transparent water and everything. The fence is still a little off, though. Fortunately, it's group-instanced, so I can go back to change it. I need to find a good style... Maybe if I used just planes (tiles) for the fence? I'm not sure. Maybe I'll just focus on making the important parts, and then going back to fix visual stuff.
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2371
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: December 20, 2011, 06:55:40 AM
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With a head-on orthographic projection, I have to wonder why you'd bother modeling anything. It's essentially 2D. An isometric or other axonometric projection might be worth trying. But I dunno, I really like the discordant look of proper perspective & sprites.
Exactly. Why have sides to everything if you won't be able to see them? I also think the cleaned-up shots & gradient shadows look a little lifeless, so whaddaiknow.
Hmm... I'm going to have to work on it - maybe I can find a nice medium. I think that the real gold to be found here is to get it to a point where it's a mix of old and new graphical style - true 3D, perhaps physics-based mechanics, etc. next to the old-school sprites and art style. @Jakman4242 - Sounds like an interesting idea. So would that look like billboarding - always facing the camera, or otherwise trying to keep them from skewing? Sorry about not working on this in awhile - I didn't have time, but now I do, so expect updates.
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2372
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Developer / Creative / Re: So what are you working on?
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on: December 19, 2011, 08:31:53 AM
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maybe will post a devlog eventually.
-STORY IDEA-
Sounds pretty interesting. I'd like to see how the game plays; I don't think I've heard of this idea before.
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2373
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Developer / Art / Re: show us some of your pixel work
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on: December 18, 2011, 07:12:50 AM
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Wh... LARGER?!  EDIT: The guy on the right's hands are a little 'static' to me. But you have drawn some AWESOME characters. They look really, REALLY unique and well-drawn. KEEP. IT. UP.
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2374
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Developer / Art / Re: show us some of your pixel work
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on: December 13, 2011, 10:27:24 PM
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Strongly reminds me of Professor Layton. Nice, simple colors and an interesting character. Really cool stuff. I like the high-res equal to the low-res. Any plans for them?
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2375
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Developer / Creative / Re: So what are you working on?
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on: December 13, 2011, 10:26:15 PM
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Trying to better engage playtesters on Octodad 2 and figure out some design issues with our new HUD.
Post a screenshot. People might be able to help you out here.
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2376
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Developer / Creative / Re: The Inability to Finish Games
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on: December 13, 2011, 04:52:26 PM
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@Gimmy - Yeah, I was (and still am) like that. I think something that helped me was picking a project that I can just barrel through - once something works, there's not really any need to tweak it, unless you know how it should look. It's okay to tweak one or two times, but after you've spent a week or two without making progress, maybe it's best to just continue with the game and fix any issues when you get a chance.
@cynicalsandel - Just start learning. Just look for a tutorial and start off with it. Programming and game design are usually separate tutorials, though FlashPunk's tutorial's pretty simple. If you don't want to learn about programming, Blender (3D), Game Maker (2D) and Stencylworks (2D) have visual programming languages. Stencylworks' is pretty much the most advanced visual programming language between the three, having worked with Game Maker for years.
I would recommend looking around at different engines and seeing what you like - what feels comfortable. From there, start something small to keep you occupied, like a hobby project. In a few weeks, you'll be comfortable with the engine and the editor (if it has one) and be able to go from there.
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2377
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Developer / Creative / Re: So what are you working on?
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on: December 12, 2011, 07:44:41 PM
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Cool, but I would darken the blue highlighting around the 'Attack' button more. It's too hard to read the word currently. I'm also doing some volumetric light. It is implemented as a post process.
Oh, and how are you doing this? I mean, if you're okay with telling me...
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2378
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Developer / Tutorials / Re: Blender Unwrapping
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on: December 11, 2011, 09:56:47 PM
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#xrabohrok - Thanks.
Snap-to-pixel is pretty useful. If you have a situation where you have a face over whole pixels (the way you want) but you see seams, you can turn off snap to pixels and size down individual UV islands (in the UV window, next to vertex and face selection) by a very small amount, like 0.95, to get rid of the seams and keep the same look. That's pretty much the only way I found to do it other than use a margin around the faces to ensure that the seams don't show up.
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2379
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Developer / Art / Re: 3D thread
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on: December 11, 2011, 02:45:23 PM
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Great modeling, texturing, and pose. You've got a really interesting character there, McMutton. Great job.
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2380
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Developer / Tutorials / Re: Blender Unwrapping
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on: December 11, 2011, 12:11:33 PM
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Your texture's resolution is divisible by 2, right? I mean, it's 64x64 or 128x128, not something like 130x130 or 100x100, right?
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