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483
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Developer / Art / Re: Art
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on: May 16, 2013, 05:34:24 AM
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 Didn't come out as i wanted it to. Carry on. 
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485
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Developer / Art / Re: show us some of your pixel work
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on: May 15, 2013, 01:02:35 AM
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That guy That fourth guy with the hat. I know him. He's Notch. He made Minecraft I'm pretty good at this, aren't I, guys? Do I get a prize? Guys? The last guy reminds me of Booker from Bioshock: Infinite Booker Konjak Devitt.
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486
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Developer / Art / Re: Art
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on: May 14, 2013, 10:25:42 AM
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More metal study nonsense.  ._O Looks quite realistic
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489
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Feedback / Finished / Re: Fez
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on: May 12, 2013, 11:19:01 PM
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I didn't enjoy fez, so there's that. I'm not much of a puzzle game player which is probably where that is coming from. If that's the puzzle games in general's fault or just entirely my preference i do not know. The world in fez looks, sounds and plays great, but.. the puzzles. I felt they where to 'rigid' and too 'predefined'. In other words only one way to complete them. How the quote exploration unquote is. If it's just under built quote hate unquote of Fish i don't either know.
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492
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Feedback / DevLogs / Re: -BEEP-
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on: May 11, 2013, 03:38:36 PM
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if i so kindly could offer some advice, Without you going full maniac;
 Says the guy who ragequit TIGsource after one guy criticized his art? go away kid. there's different ways to comment on work, and try to atleast branch your mind out of your capsule for a moment. if you're really stuborn feel free to take it into pm with me, this is a tread about namragog's game.
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493
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Developer / Art / Re: show us some of your pixel work
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on: May 11, 2013, 02:38:45 PM
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some real cool stuff in this thread.
I've been pixeling lately to add to my portfolio, trying to start freelancing. I've finished these recently. -img-
Really awesome style! The train places me in two pieces of mind, i love it but i also don't like the lack of detail but i love it gaahh 
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494
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Feedback / DevLogs / Re: -BEEP-
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on: May 11, 2013, 02:35:40 PM
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It's hard to tell when they aren't in motion, that much is true.
Oh you dodged a bullet there mate. Having a circle spawn in and slowly fade away looks rather bad anyhow what style it is in. if i so kindly could offer some advice, Without you going full maniac; Smoke decays and expands which makes it more look like a slow explosion with a bit of upwards gravity. So smaller less perfectly round particles which fades away at the same time as they expand would probably be the way to go.
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495
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Feedback / DevLogs / Re: lifeless: ECHRO
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on: May 11, 2013, 12:49:41 PM
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Yeah, i was thinking on Using WASD as moving and Arrow keys to fire in each respective direction (rebindable).
The final game will have some sort of level generator which will deal with the empty space and the AI right now isn't done which is why it's only a path'ed AI for the boss at the moment.
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496
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Feedback / DevLogs / Re: -BEEP-
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on: May 11, 2013, 12:22:34 PM
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Those smoke particles really clashes with the rest of the style. Apart from that it looks great 
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