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CEDE
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« Reply #105 on: January 22, 2012, 01:30:46 PM » |
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RCIX
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« Reply #106 on: January 22, 2012, 03:26:12 PM » |
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Is it wrong that I think the actual game looks better than the post-it for a change?  No offense CEDE, you do great work, but i don't think you quite captured the feel of the game... *shrug* maybe it's just because this one's style is so defined by it's pixel art?
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CEDE
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« Reply #107 on: January 22, 2012, 04:53:13 PM » |
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Is it wrong that I think the actual game looks better than the post-it for a change?  No offense CEDE, you do great work, but i don't think you quite captured the feel of the game... *shrug* maybe it's just because this one's style is so defined by it's pixel art? You won't get any argument from me. The game does look really great.
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Dugan
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« Reply #108 on: January 23, 2012, 03:41:13 AM » |
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Awesome post-it! 
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Dugan
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« Reply #109 on: January 31, 2012, 03:23:11 AM » |
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Yesterday broke the build - today fixed the build! (typo error - forgot to update the level names that relate to weapon upgrades)
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HyperDuckChris
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« Reply #111 on: February 06, 2012, 12:18:14 PM » |
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YES!
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Dugan
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« Reply #112 on: February 07, 2012, 01:55:40 PM » |
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I had some time to tinker with the backgrounds based on peoples feedback from earlier - I took out the extreme resolution changes and went for something more subtle. (before the resolution halved each layer as a faux depth of field) Now things behind are just 2x the res the gameplay layer, so you can make out some detail. Also note the sub tilt  
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ANtY
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« Reply #113 on: February 07, 2012, 02:44:52 PM » |
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Would look better if the background layers were high res, most likely vector-alike. just try it 
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mduffor
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« Reply #114 on: February 07, 2012, 04:53:46 PM » |
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The new 2x res backgrounds look pretty good to me. I'd suggest blurring them a little so the edges are blurrier/anti-aliased, but having them 2x res does set them off from the foreground elements (as I'm sure parallax does too).
Cheers, Michael
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Dugan
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« Reply #115 on: February 08, 2012, 03:04:24 AM » |
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I tried a slight blurring on them and it all starts to look too much like vector art, which looks a bit odd stylistically set against the pixel art :/
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JasonPickering
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« Reply #116 on: February 08, 2012, 06:54:06 AM » |
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one thing I notice from the large image. the underwater milk pump thing. its perspective is way different then everything else. I think it needs to be straight on like all the subs and enemies. other then that I think it looks great are you overlaying an image to do the light rays?
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Dugan
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« Reply #117 on: February 08, 2012, 07:43:09 AM » |
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one thing I notice from the large image. the underwater milk pump thing. its perspective is way different then everything else. I think it needs to be straight on like all the subs and enemies. other then that I think it looks great are you overlaying an image to do the light rays?
Yarp! lightrays are additive overlays, each individual. I`ll take another look at the pump station when I get a chance 
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Dugan
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« Reply #118 on: February 18, 2012, 12:17:51 PM » |
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No big updates over the last week. Art work slowed right down as I damaged my left cornea bending down into a metal pram hinge in the dark (clever me!)  There were some updates done to the backgrounds at the end of the week once I was able to re-focus, to update all the themes to be 2x2 pixels res. New sfx need hooking up next week, as well as getting music to play properly on the xbox.
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Gainsworthy
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« Reply #119 on: February 18, 2012, 03:53:03 PM » |
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+ =     This is incredible. Deliciously smooth - and charming! Fish, cats, submarines. Love it. Really sorry to hear about the cornea damage. That sounds awful  . Here's to a speedy recovery! 
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