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

Login with username, password and session length

 
Advanced search

1076092 Posts in 44162 Topics- by 36128 Members - Latest Member: relaxguy

December 30, 2014, 10:19:11 AM
  Show Posts
Pages: 1 ... 16 17 [18] 19 20 ... 42
341  Developer / Art / Re: Scaling Pixel Art for mobile games on: September 14, 2013, 02:04:50 PM
developing a pixel art game for android just seems like the biggest pain in the ass for this reason
342  Developer / Art / Re: GIF's of games being worked on on: September 14, 2013, 02:57:00 AM
the sub led animation isnt even the most worrying part of that

its why did someone let those helmets be so off center look at all of that blank space above them
343  Developer / Art / Re: GIF's of games being worked on on: September 13, 2013, 03:42:22 PM

this isn't really anything new other than the trees not being weird pillars anymore (also the level is really unfinished) so i'll just throw it here instead of the devlog

im good at video games
344  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 04:49:40 PM


the trees look like trees instead of fucked up wavy pillars now

need to do 2 more background variations for different """"zones" of the forest still tho

also i switched the like 6 tile images into one thing so i had to retile these stages too
i cba to fix the problem with the exit on the longer stage right now

e: i just noticed the parallax isnt working with all of those layers but thats NOT MY FAULT so *rolls right on out of thread*
345  Developer / Art / Re: show us some of your pixel work on: September 12, 2013, 04:28:55 PM
I'm not sure what vibe I got from it before I read "dinobot", but it wasn't "dinobot".
egg
346  Player / Games / Re: PS Vita TV on: September 12, 2013, 09:05:45 AM
T H E  C L O U D
347  Player / Games / Re: PS Vita TV on: September 12, 2013, 08:51:48 AM
gravity rush was *okay* but it definitely gets a lot more hype than it deserves
348  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 08:34:21 AM
if he does have an attack spell I was going to give him a separate attack animation for that to make them easier to distinguish and make any fuckups re: summoned skeletons happen on a trial and error basis rather than an inability to tell which attack is happening

e; but yeah i wouldn't mind working on some kind of link between the two enemies for the summon spell
349  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 08:07:53 AM
the summon effect + dust cloud will probably be running faster ingame its just a pain to duplicate every frame so that it runs faster for the sake of one gif
350  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 08:06:57 AM
351  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 06:35:54 AM
im not sure if i sent you guys the orb animation as a separate thing or as part of the shrine but whenever i get around to doing the summoning effect i'll just do all of that again anyway to be sure
352  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 06:34:41 AM
I maed a SORD FROG:

*snip*

That's the coolest thing I've ever seen in my lives.

*snip*

Wtf, please make my game for me. I'm not good at it. Really though, that's rad. We decided that we want you to have to jump to hit the orb. Any suggestions on how to raise the orbs position in the room without making the shrine suck too much visual space out of the thing?


having the orb raise up as it activates and fall back down onto the podium as it deactivates (you could probably code in a short little attempt to rise back up or something too) would work and help make things seem more active probably
353  Feedback / DevLogs / Re: FROG SORD on: September 12, 2013, 04:40:17 AM
alright here's a mockup and also a quick lesson on how to use this tileset better






1. don't be afraid of the imperfections of the lines inside of the blocks - that was the entire point of making them work so unevenly with other unrelated block pieces. it adds to the damaged and aging look of things, removing them makes things look too clean. obviously some things look a bit better without any lines in there but use your best judgement with that honestly, the lines *do* help if you use them right

2. don't be afraid to use more diagonals

3. when adding leaves to the silhouetted trees, use the leaves like a brush and just kind of paste one or two types over and over until you have a decent shape, and use the smaller ones to round out the edges and add some variation

4. use more grass tiles this room is boring

5. use every tree layer

6. do a simple lighting thing to make some stages look deeper into the forest idk that works better than straight up removing depth from the background like you've been doing

7. Use The Back Layers Two Of Trees That You Refuse To Use For Some Reason To Make Things Less Flat

also i made the shrine smaller because that was a large part of why it looked so cramped
354  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 11:12:47 PM
maybe make it more open?

We are trying to keep it to 1 screen because that way the player can see everything that is going on at any time. Remember this is the first Boss.
you can keep it to one screen and make it feel less cramped though like 3 of those walls(every wall) aren't needed at all I can throw something together once it stops being a stupid idiot time to be awake
355  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 02:42:25 PM
Yeah. I'd probably just come back to it in a few days or a couple of weeks after readjusting my eyes.
also yea i definitely want to come back to this character and add/fix a few more things to the animations if we have time before the Important Thing but if not i'd be fine with how it is right now probably

i'll check to see if i hate it again in an hour or so
356  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 02:38:32 PM
thats kind of the point though
it's not any kind of strike attack, he's summoning little tiny skeltons to attack you and afaik you'd want to be as smooth as possible when summoning something
357  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 12:27:51 PM
it still jumps a bit at the end but this is my 3rd day of fiddling with it and i'm tired of looking at this animation so its done
358  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 12:27:17 PM


piss
359  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 11:33:46 AM
honestly i think having a blur there at all hurts the animation more than anything, it's *really* not a quick motion and adding a blur tries to trick you into seeing that way despite

you know

it not being that way
360  Feedback / DevLogs / Re: FROG SORD on: September 11, 2013, 10:40:37 AM

adding blur to the frame after kind of makes things look oddly slow but removing it definitely helped yeah

I should probably fix the snap that happens when he transitions back to the idle too once I'm done with his other animations today
Pages: 1 ... 16 17 [18] 19 20 ... 42
Theme orange-lt created by panic