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362
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Developer / Art / Re: show us some of your pixel work
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on: January 08, 2013, 02:09:50 AM
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I was playing BIT.TRIP RUNNER (Which I apparently got by pre-ordering RUNNER2, woo!) after checking a moonman update, and watching Haat Films play Trials Evolution. An idea started brewing, combine the platform running/abilities of RUNNER, with the moons from moonman's affect on the character's abilities, plus the competitive (Time trials/racing) aspect of Trials Evolution. It's so perfect. I definitely won't get sued. It's Lunar Shift.  (First three moons are actually pulled straight from one of eigenbom's screenshots, hopefully he won't be mad...)
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363
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Feedback / DevLogs / Re: Chroma
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on: January 07, 2013, 05:18:45 PM
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Light and shadow, equal and opposite, you stand on the solid and it falls down - the shadow stays there. Stand on the shadow and the shadow falls... up. Just thought it would look cool  It does, but... that seems fairly opposite to how everything else handles light. You mean because the shadow stays there and the physical object disappears? That's a pretty essential part of the game, the physical and shadow worlds are two very separate entities. Because something exists in one state doesn't mean it has to exist in all states at the same time, a few puzzles revolve around this concept. No that I get. The fact is though that the shadows in the rest of the game seems to follow at least the general path of an object they're cast from. So when one of your doors slides up, the shadow goes up with it. In theory if a block crumbles down, it's shadow should crumble downwards too. For my eyes the shadow is not going up, it's just disappearing invaded by the light. Looks really great.
Or that's true, but still the lack of shadow cast by the pieces of blocks (Even if they're delayed until the shadow block crumbles) bothers me
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364
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Feedback / DevLogs / Re: Chroma
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on: January 07, 2013, 05:01:41 PM
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Light and shadow, equal and opposite, you stand on the solid and it falls down - the shadow stays there. Stand on the shadow and the shadow falls... up. Just thought it would look cool  It does, but... that seems fairly opposite to how everything else handles light.
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367
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Feedback / DevLogs / Re: Chroma
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on: January 07, 2013, 04:55:23 PM
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Uh... Wow! But why do the shadow blocks go up? Unless that's just a trick of the eyes and they aren't actually dropping like the 'real' one does.
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374
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Feedback / DevLogs / Re: Space Exploration Metroidvania (Untitled)
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on: January 05, 2013, 08:01:15 PM
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Developed the intro "stage". A few screens long that teaches the player about jumping and shooting. Need to get someone to playtest it to make sure its intuitive enough. Already contains one secret  I can if you'd like
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375
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Feedback / Finished / Re: Two Brothers (AckkStudios) PC, OSX, Linux, IOS, Android, Wii U.
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on: January 05, 2013, 07:53:02 PM
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Thanks a lot guys! A few other things: We've been toying with the idea of releasing Two Brothers on a USB drive that looks like a Cartridge. (as well as in digital forms of course) We're not entirely sure if we'll do this yet, as we want to make sure that people would have interest in buying the game in this physical form (possibly including it in the collectors edition) before we place an order to have this concept produced, Let us know what you think and help us make our choice!  Yes. I need this now.
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377
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Developer / Art / Re: show us some of your pixel work
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on: January 04, 2013, 09:59:07 AM
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Pixel art with blurring sounds silly. I mean, first someone makes an effort to add pixel-perfect details, and then just... blurs it to oblivion. It could look decent with large, layered props, but you had a pretty messy image to try this out on. I understand you were just playing around, though, and it might just inspire someone else. Blur is just another tool, and the result will depend of how you use it and why. For example, the game Reprisal uses blur on pixelart, it makes the small sprites look like miniatures, like you were looking through a macro lens. Well I might be slightly biased towards ozoh's work, but I think the blur works quite nicely, seems like it gives a sense of depth and light.
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379
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Feedback / DevLogs / Re: SpaceHero Command
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on: January 01, 2013, 12:16:10 PM
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Also what is up with statements beside the if statement and not under them?!? ARGHHHH =)
Syntactically correct and it takes up less space. Only works with one line statements though, but they can still be handy.
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