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891075 Posts in 33520 Topics- by 24766 Members - Latest Member: Graham Southern

June 18, 2013, 08:01:36 PM
TIGSource ForumsDeveloperFeedbackDevLogsKey of Ethios - Gil's Bull Rush
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Author Topic: Key of Ethios - Gil's Bull Rush  (Read 21910 times)
McMutton
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« Reply #90 on: May 09, 2012, 08:32:20 PM »

Swag, eh?

I think you're right about the need for more clarity on the characters. As I said, I'll be having that shader made, so I'll see what can be done about that.

And then there was Celeste:

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McMutton
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« Reply #91 on: May 15, 2012, 10:39:22 PM »

Still working on the first area of the overworld, Gran Forest.





And here's the entrance to Gran Hollow:
« Last Edit: May 16, 2012, 08:56:16 AM by McMutton » Logged

happymonster
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« Reply #92 on: May 16, 2012, 02:26:46 AM »

NICE!
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
McMutton
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« Reply #93 on: May 17, 2012, 08:20:39 AM »

Hey, check it out. A day/night cycle.
http://www.youtube.com/watch?v=t5ExsmujjFc
« Last Edit: May 17, 2012, 08:46:56 AM by McMutton » Logged

ThePortalGuru
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« Reply #94 on: May 17, 2012, 09:25:33 PM »

My god, this game is looking absolutely stunning.
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Franklins Ghost
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« Reply #95 on: May 18, 2012, 04:14:54 AM »

Nice day/night cycle.
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McMutton
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« Reply #96 on: May 29, 2012, 05:05:15 PM »

Feels good, man


More stuff:



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thebarryman
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« Reply #97 on: May 29, 2012, 05:15:53 PM »

Great art style! I love the hand-drawn 3D look you're going for, and the environments evoke images of a gorgeous remake of Banjo-Kazooie or another such game from my late childhood.
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Chris Pavia
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« Reply #98 on: May 29, 2012, 07:08:25 PM »

Those are some cool looking environments! 
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Ninja Dodo
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« Reply #99 on: June 09, 2012, 06:44:39 AM »

Stylish!

One suggestion: For the trees, have you tried having a few sprite variations for the leaves? I think if you had 3 or so different tree-leave sprites to choose between randomly it would add a lot to the organic feeling of the leaves. Same for the grass. And maybe some procedural adjustment of colour within a selected range?
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Projects: Guppy - Hellas - Pause Pirate
McMutton
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« Reply #100 on: July 13, 2012, 11:53:29 PM »

Thanks guys.

I think I'll just redo the leaf textures and have the trees use the usual method, rather than billboards.





« Last Edit: July 14, 2012, 12:12:25 AM by McMutton » Logged

McMutton
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« Reply #101 on: July 17, 2012, 12:50:46 PM »

I've gotten Elle's new face finished:










« Last Edit: July 17, 2012, 02:19:27 PM by McMutton » Logged

FawfulBeans
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« Reply #102 on: July 18, 2012, 09:03:53 AM »

This project looks beautiful. Can I ask how you go about creating the environments?
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Pixel artist open for commision.

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McMutton
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« Reply #103 on: July 28, 2012, 10:23:16 AM »

Thanks, Fawful. (I've heard that you have fury)

I start off with Unity's terrain tools to create most of everything. For the water features, I take a screenshot of said terrain, where I've distinguished the path the rivers take, and use it as a reference in Blender, where I model the surface, following the form of the rivers.

For the cliffs, I've made a variety of cliff objects from a single rock, which I've rotated, scaled, warped, and such.




And then I just set them along the walls.

Trees and other vegetation also use the terrain tools.


So I've been working on modifying the combat controls to something that JWK5 suggested. The camera is still controlled by the mouse, but instead of two attack types spread over the left and right mouse buttons, attacks been streamlined to use just the left mouse button, and the right one's been made to target.

Attacking is rather simple: Holding down the button begins charging an attack. If the player releases the button before the charge finishes, then they do a normal attack. If it charges all the way, then it becomes a heavy attack.

That said, I should be able to get a little video out soon that shows all of this.
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FawfulBeans
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« Reply #104 on: July 29, 2012, 06:15:17 AM »

Ahh, I see. That's pretty effective. Thanks, McMutton. (Rage is the apropriate dressing for a salad of evil.)

I asked because I wasn't sure how much attention one should give to filesize or how feasable creating the entire level in a 3d modeling program is. I had this idea that if you made the level out of a bunch of seperate pieces intead of one big model it would reduce filesize.
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Pixel artist open for commision.

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