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880046 Posts in 33019 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 04:13:38 PM
TIGSource ForumsDeveloperCreativeArtWorkshopGrass tiles
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Author Topic: Grass tiles  (Read 17142 times)
thatshelby
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« Reply #210 on: February 29, 2012, 05:40:25 PM »

Man, almost a year.
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Kramlack
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« Reply #211 on: March 01, 2012, 11:56:16 AM »

It's probably worth starting on those dungeon assets now. This thing isn't really going anywhere and god knows you don't want to spend another year working on demo assets.
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Relix
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« Reply #212 on: March 02, 2012, 11:54:38 AM »

Ahead of you Kram.


Entrace to the dungeon:


The train is obviosly unfinished.

I think I need to use layers ingame to make it dark unless there's visible lightsource.
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Relix
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« Reply #213 on: March 24, 2012, 03:54:24 AM »

Starting to shape up the first boss. Also trying to reduce the color count on the player sprite.

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Jesse
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« Reply #214 on: May 25, 2012, 10:55:53 AM »



The shading is still a bit wonky, I think.

Most edits are on the mugshot and HUD stuff.

Haven't checked this out in a while, it's looking excellent! Love the backgrounds, the fields of grass are beautiful.

Looking forward to seeing the boss finished up! Only comments atm are that you may want to move his feet forward a bit as he looks off balance, and possibly a bit more color depth to the two main hues. Perhaps a middle shade for the green, as well as a highlight, and a darker shade for the beige?

Nice work!
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Relix
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« Reply #215 on: May 25, 2012, 10:30:44 PM »

Haven't checked this out in a while, it's looking excellent! Love the backgrounds, the fields of grass are beautiful.

Thanks dude.

I might make some sort subtle wind animation for the background grass to make it look even more like grass, will see.

Looking forward to seeing the boss finished up! Only comments atm are that you may want to move his feet forward a bit as he looks off balance, and possibly a bit more color depth to the two main hues. Perhaps a middle shade for the green, as well as a highlight, and a darker shade for the beige?

Nice work!

It looks off balance on purpose, it doesn't have hands and the boss trips easily. But I'll see if I can make it look a bit more natural, haven't animated it yet thankfully.

Kinda funny tho, I started redoing the player animations just yesterday and then you posted today. After those are done, all I need music and sound effects and I can release the demo/beta, finally >>
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Relix
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« Reply #216 on: June 14, 2012, 08:51:01 AM »

I started making a logo for *cough*website and demo*cough*





Seems like I forgot to make them transparent, anyway, would something like this work?
I'm pretty bad when it comes to designing stuff with letters.
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thatshelby
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« Reply #217 on: June 14, 2012, 09:17:27 AM »

'AZURE' is almost impossible to read in all of them for me. Try getting rid of the wave-y effect, you could probably achieve the result you're going for by coloring it wave-y, but inside an italicized or oblique styled word.


EDIT: Hmm, the more I look at it, the easier it is to read.
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Medevenx
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« Reply #218 on: June 14, 2012, 03:08:56 PM »

WHY is the LANDS bigger than the Azure? it's like

super mario LAND or kirby's DREAMLAND or LEGEND of zelda

anyway, i have the utmost respect for you. you did not distract yourself from the finished product (a game in the making), it's been quite a long ride and a few years have passed. i still remember when you were new to spriting and everyone was editing your sprites for you to learn. now you're much better,  Gentleman
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Relix
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« Reply #219 on: June 14, 2012, 11:38:30 PM »

'AZURE' is almost impossible to read in all of them for me. Try getting rid of the wave-y effect, you could probably achieve the result you're going for by coloring it wave-y, but inside an italicized or oblique styled word.

For logo, I really want it to be readable the first time you glance at it. I'll try what you said.

WHY is the LANDS bigger than the Azure? it's like

super mario LAND or kirby's DREAMLAND or LEGEND of zelda

Because you're exploring the lands, azure just refers to color of the sky, or rather, what's in the sky. Do you think I still should make the azure part bigger?
And I'm not really sure if the name is perfect fit for the game, but it rolls of the tongue easily and is easy to remember.

anyway, i have the utmost respect for you. you did not distract yourself from the finished product (a game in the making), it's been quite a long ride and a few years have passed. i still remember when you were new to spriting and everyone was editing your sprites for you to learn. now you're much better,  Gentleman

Thanks for this, means a lot to me.
The demo might be still a few months away, but I'll definetly want to release it this summer.

And, actually, there's one thing I would'nt mind if someone edited, the characters face on the sprite, I'm not really happy with it, she has kinda derpy expression and it makes it hard to animate the face withouth having it to look retarted.

It currently looks like this:


I just want to change the face, maybe. Would be great if I could get it to look like the portrait. Changing other things would mean I would have to redraw most/all of the animations again. I can change colors and shading if needed, but not the overall shape.
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jotapeh
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« Reply #220 on: June 15, 2012, 08:19:45 AM »

Azure is the more memorable part of the title and the only way to distinguish your game from countless other games with "Land" in the title so I'd emphasize the crap out of it.

Not sure about the whole revisiting your main character sprite thing again. You've uh.. done that quite a bit already. Maybe start from scratch, since the revisions thing didn't seem to pan out last time, my two cents.
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Kramlack
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« Reply #221 on: June 15, 2012, 10:57:06 AM »

Agree with Madevenx on the Azure needing more emphasis than lands, look at the JWK5 thread about logos for more details. Also agree with Jotapeh about not going back to the player sprite anymore.
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Relix
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« Reply #222 on: June 15, 2012, 11:03:07 PM »

Azure is the more memorable part of the title and the only way to distinguish your game from countless other games with "Land" in the title so I'd emphasize the crap out of it.

True, good thing I posted the logo here, didn't think about it that way.

Not sure about the whole revisiting your main character sprite thing again. You've uh.. done that quite a bit already. Maybe start from scratch, since the revisions thing didn't seem to pan out last time, my two cents.

Yeah, even thought I would've only edited the face, I'll let it be.
Starting from scratch I tried a few times too, so that doesn't work either.

look at the JWK5 thread about logos for more details.
Yeah I noticed that thread just few days ago, gonna take a good look there.


What about the sun/moon part, should I ditch them or keep just the moon? The moon is kinda big focus in the game (as if that wasn't clear to people who have seen all the mock ups), so I think it should be included in the logo.

I also noticed I tend to overuse the word yeah.
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Relix
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« Reply #223 on: June 18, 2012, 03:01:15 AM »

Something like this maybe?


'r' and 'e' were kinda rushed, 'u' could be lower. Didn't find fitting font so I drew the letters >>
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John Sandoval
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« Reply #224 on: June 18, 2012, 03:11:16 AM »

If all else fails, Helvetica.
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