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878872 Posts in 32942 Topics- by 24349 Members - Latest Member: Ozymandias

May 22, 2013, 09:28:51 PM
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1  Developer / Design / Re: Does anyone love 6DOF Shooters as much as I still do? on: April 10, 2013, 06:21:59 PM
I just came to the realization that Descent was the first First-Person game I ever played or even saw. Waaagh!

(...That's a yes)
2  Developer / DevLogs / Re: Starshock, a retro-esque arcade shooter on: February 18, 2013, 10:56:53 AM
I have an insane soft spot for low-res/low-poly shooters. This hits it quite nicely.
3  Developer / DevLogs / Re: [0/12] Cellusious's #OneGameAMonth on: January 01, 2013, 11:57:27 AM
This'll be interesting. I'll be keeping my eye on this.
4  Developer / Art / Re: show us some of your pixel work on: August 05, 2012, 10:41:38 AM
Speaking of purple...

The version on the left has no dithering on the body, the second version does. The ball in the middle is filler.

@DrDerekDoctors: That's some fine work you have there. Only thing I see is that the wood isn't separated at all, like it's just a bunch of really really long planks.
5  Developer / Design / Re: Slowly draining Health on: July 29, 2012, 08:35:01 PM
no think of it like this. Pacman with one ghost and no power pellets, but there are sections the ghost cant go in. the game is more about hiding.

ok. I'm assuming the designer of the colony/science station/whatever was either dumb or hardcore, since the recharge stations are outside of the safe zone.
6  Developer / Design / Re: Slowly draining Health on: July 29, 2012, 01:31:17 PM
the sensor sounds like a good idea.  Durr...?

Question... If the monster isn't harmed by the light, what is there to stop him from killing you? Unless he's a nice monster, which isn't all too scary...
7  Developer / DevLogs / Re: Environmental Station Alpha [trailer up!] on: July 27, 2012, 06:08:28 PM
The only issue with "Environmental Station Alpha" (which isn't a big one at all, but it still is one) is that it's a bit long and doesn't roll nicely off the tongue like a title should.
That's my opinion in a nutshell. If you can find something that conveys the same lack of information yet still giving enough information with fewer syllables, I'm all ears.

Also, I don't find a problem with using a non-English word for the title, especially if it also has an English word in the title as well. (EG: Eristys Alpha, as suggested by Noby/Mokesmoe). However, it doesn't convey the fact that the game's in space.
8  Developer / Design / Re: dumsign on: July 23, 2012, 09:51:28 PM
So this post has gone through FPS, death, pro gen, option vs choice, and...? What are you debating about now? This is beyond insane. So much knowledge ? ? ? ...? Must sleep. Now.

Seriously. This topic seems to have left a lot of loose ends where either someone gave up with arguing (by changing the subject) or no middle ground was made (or even suggested, in N cases), and someone else changed the subject... or something like that.

On topics of choice/option, pro gen, death, and even the current topic (which I think is game loop... if I'm correct...?), I present Binding of Isaac. I'm sorry if it was mentioned and I missed it.

quick edit: Spelunky also falls into it's action-like no-lives quick playthrough game thing, but that was mentioned once or twice... or something.
9  Developer / DevLogs / Re: Environmental Station Alpha [trailer up!] on: July 23, 2012, 08:24:11 PM
I don't speak Finnish but Google Translate claims "reviiri" can mean preserve (as in, a nature preserve). That seems like a pretty interesting and unique name.
Pseudo-Finnishlatin: Reviirium. I like it. The preserve thingy... or something like that. Whatever meaning the -um suffix adds.

E
S
α
?

αlpha? (Greek Alpha symbol.)
σlpha? (Sigma symbol.)
Sounds GLaDOS-esque, just more passive and less out-to-muder-you. I do like it, though.

Honestly, I kept revisiting this page because Environmental Station Alpha sounds so mysterious... like there's something to explore. It may not be a good name, though, because even though I clicked on Environmental Station Alpha, I was unable to make a link with what the game was; not very memorable... to broad.

Sorry, but no name suggestions from me...
10  Developer / References / Re: Setting/World Inspiration on: July 23, 2012, 05:31:31 PM
all by the same artist who goes by 'Imperial City Boy'
Some of those really remind me of Tekkonkinkreet (click the link for more images) for some reason:
Funny how you say that. I initially found Tekkonkinkreet through its soundtrack, thinking that any movie with its music couldn't possibly be bad. On the playlist I made, one of the songs from Tekkonkinkreet was beautified by an art piece made by Imperial City Boy. They really did fit each other. (Plaid - This City)

All of this is downright incredible and awe-inspiring. I can't stop looking. Seriously.
11  Developer / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - WINDOWS DEMO UP! on: July 22, 2012, 06:11:30 PM
Tank looks pretty sweet. It feels like it has just the right amount of detail and polys. To be critical, the bottom of the back end of it is still a little bland. Kramlack's second reference seems to give justice. Other than that, it's pretty incredible.
12  Developer / Art / Re: Making Bad pixel art Good... on: July 22, 2012, 05:45:02 PM
Thanks! Here's a full recolor for the enemies. May not be completely done, but it's much better than it was before.


EDIT: Due to the nature of the post, I feel as though my requests lack structure. I lack anywhere that people could contribute/help me get better past the color palette. I shall continue my endeavor privately.
13  Developer / Art / Re: Making Bad pixel art Good... on: July 22, 2012, 03:51:23 PM
Okay so I'm new just like you, and I dont really have a right to give advice, but heres what I got:
(image)
Thanks, that's actually pretty helpful. It's nice for once to be told "do this exactly". I'll most likely have to reduce the amount of hue change, but I'll experiment with both a higher and lower amount of hue change... see which one looks better.

I'll give a go at a basic recolor and return with the results.

EDIT: That wasn't that bad... I did a recolor for red. I'm waiting to do the others once I get a better knowledge of how to use GraphicsGale.
14  Developer / Art / Making Bad pixel art Good... on: July 22, 2012, 09:52:39 AM
...When you're not a very good pixel artist (artist in general, to be frank).

I'm currently working on the more final stages of designing a rather large project of mine. As I've begun reaching the final stages of development... I've gotten to the point where I've learned enough to realize that some earlier founded ideas of mine have been flat-out bad.

After reading through a rather enlightening series of pixel art tutorials (http://finalbossblues.com/pixel-tutorials/), I decided to realize that my previous artwork has flaws. The problem is that I'm not good enough of an artist to understand how to fix it.

If you want a basic background, here it is:
Quote
Science space station Chiptune was a daring attempt to go sub-pixel (yes, sub-pixel). The project succeeded by opening a portal to the unknown nth dimension, but at a great price. Strange geometric creatures and ghastlike figures (that I currently do not have drawn) poured out of the portal and took over the space station. Attempts were made, but the people of Pixelonia were unable to understand their strange vocals of Wub-wub. When the king of Pixelonia realizes that his six daughters are missing after the event, he makes the recapturing of the space station a galactic priority. You are the task force assigned to use the new Byteonator to take back the station.
It's currently overdone, but it gets the point across that I do not take the game seriously, but it's still serious enough. Somewhat like how Binding of Isaac sets itself up, but without the creepy part. In case it's important, the game will be built with singleplayer, local and public co-op, and possibly versus. Hence the different ship designs below.

Before I say anything more, I'd like to present my flawed monstrosity to the judges:


Some things I think I did right with the sprites:
-Dithering is decent in most areas. (I spent a LOT of time when I made this).
-Light/Dark silhouette is pretty good for the player sprite (signifies important things like engine, gun, and cockpit placement).
-Also has a good identifiable general silhouette

Things most obviously flawed that pop out at me are below:
-the color palette is "straight" and downright bad.
-the enemies have no life to them, and I'm unsure whether they need animations of jiggly juiciness or something else.
-the tiles on the left are still below par.
-some of the structure is just poorly done.

Before I delve into detail on the bulletpoints of obvious error, the color replication of the enemies is in fact heavily tied into the aesthetic of the game. Every area that the player progresses through has a specific color designated to it. If you were worrying about a massive explosion of rainbow-flavored barf, no worries! If you think that having each area assigned a specific color is another bad design... voice your opinion and... compromise?

Regarding the color palette, I need to add more depth and quality to the palette. Adding a third, brighter "cluster" color for each hue is necessary, and adding transition colors is as well. The problem is that the balance between hues is rather important. Admittedly, the current palette does not have the balance required either, but that's just another reason why I need to change it. Due to the need for the balance, I'm unsure how to start with creating the palette. I've never made a good palette before, so I have no idea where to start.

Regarding the enemies, I'm unsure whether their general blandness is what's wrong with their blandness or if they just need to be animated a little. I'm hesitant to change from the circular shape, but if I need to... I guess it's possible to create all 13 separate sprites for the different attack types, but that would be a lot of work, when I already have a huge amount of art to be done. Taking the enemy and redesigning it into something with a non-geometric structure is something I'm fine with if I have to. It doesn't actually have any meaning to the background story, so it is something I can change.

For the tiles, I have no idea what to do with this. If you want to see an example of what this will look like in use, I do have a mock-up that I can upload just fine.

The structure comment is rather self explanatory. The ships are a little unpolished, as are the tiles. This is why I think redoing the whole ordeal with a better understanding of my subject matter may be beneficial.

Anything that you can give input/feedback on would be greatly appreciated.

Also, if you have general criticisms on anything you see or read, let me know. I'm all ears right now. If you think I would benefit from completely redoing my art, I'm game for that.

wow that was a long post...
15  Developer / DevLogs / Re: moonman on: July 12, 2012, 02:18:35 PM
I'd say try having the lighting levels decrease twice as fast on the foreground. That would get rid of the problem that I see most in the castle screenshot.
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