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878116 Posts in 32906 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 07:40:02 AM
TIGSource ForumsDeveloperFeedbackDevLogsCarapace
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Author Topic: Carapace  (Read 3179 times)
Belimoth
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« Reply #15 on: November 22, 2011, 03:20:00 PM »

 Hand Thumbs Up Left Wink
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ANtY
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« Reply #16 on: November 22, 2011, 03:43:50 PM »

I'm just going to call it now; last boss will be the suit you've discarded, animated to oppose you.

Please, this  Beg

Also: nice fluent animation of that suit guy, I love the idea too  Kiss
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xoorath
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« Reply #17 on: November 22, 2011, 06:35:40 PM »



Work it guuuuuurl
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Dhomochevsky
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« Reply #18 on: November 27, 2011, 07:53:48 AM »

a quick mockup
mostly brainstorming on furniture and stylization
Hand Any Key Noir
haven't decided the tile size yet
edit: (thinking about 10x10, is so uncommon? so the suit guy would be a little less than 4 tiles high)




working on:
- moveset scheme
- running and jumping animations

must sketch more on:
- xeroxes and punched cards
- forest/fantasy setting
- some enemies?
« Last Edit: November 27, 2011, 09:28:28 AM by Dhomochevsky » Logged

Dhomochevsky
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« Reply #19 on: December 04, 2011, 04:49:20 AM »

adapted the mockup to a 10x10 tiles grid




also
a boar sketch, which ended up looking kind of cute..  Gomez

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KomradeJack
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« Reply #20 on: December 04, 2011, 04:59:40 AM »

Loving the style.  Can't wait to see more!
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www.jackmenhorn.com
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Taugeshtu
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« Reply #21 on: December 04, 2011, 05:14:27 AM »

Concept is pretty interesting. I really like the idea of becoming weaker and weaker, but I'm afraid it would be HELL hard to balance...

Your boar is soooo cute ^_____^
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ANtY
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« Reply #22 on: December 04, 2011, 05:21:26 AM »

Your a great artist, I love your work.

You can change the boar concept's vibe by redrawing the eye (but u already know that) Wink
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Aquanoctis
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« Reply #23 on: December 04, 2011, 07:03:52 AM »

This looks interesting. And that boar looks bad-ass and cute at the same time. Quite an accomplishment Cheesy
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« Reply #24 on: December 04, 2011, 10:00:45 AM »

I feel pure awesomeness ahead, keep going !
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Mef
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« Reply #25 on: December 04, 2011, 11:19:04 PM »

Visuals remind me a lot of Superbrothers' Dot Matrix Revolution.

And that guy on the left one badass photocopier transformer!
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« Reply #26 on: December 05, 2011, 04:05:23 PM »

thank you guys!

did some more mockups
trying to figure out how the character will react to the enviroment

here are 4 hypotetical moves: small step, slightly higher step, little climb, and wall climb (4+ tiles high)




here i encountered some problems:



1) with such small hitbox some elements (sword) may cut through the tiles
   solution 1: enlarge hitbox - don't like it
   solution 2: deal with the problem in level design, avoid 1 tile wide walls
   solution 3: who cares, minor glitch


2) platform too small to stand on, unpredictable behavior (and looks awkward)
   solution: again, deal with the problem in level design, avoid 1 tile wide platforms (during knight sections) ?


3) common problem in platforms
   solution 1: make him fall down after half body is over the edge - rough
   solution 2: do a "step/jump down" animation, when you approach the end of a platform - better



now the tile size is 10X10, instead of the usual 16X16
will it cause problems? is too small, considering character size?

ah decisions, decisions...  Noir
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laxwolf
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« Reply #27 on: December 05, 2011, 05:49:22 PM »

Great stuff so far.

Possibly make it so you can't swipe your sword while against a wall?

And for the knight, would it work with the game if the knight smashed through the walls or crumbled them down by jumping on them or simply stepping?

Good luck,
Laxwolf
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« Reply #28 on: December 05, 2011, 06:26:25 PM »

Something that occurs to me while reading your plan is i curious how you will handle the player taking off their gear. Will there be some sort of inventory system where the player has individual control of each piece of their gear or will there just be a button that takes off a piece of gear, or will loosing your gear not be under the players control at all? Maybe pieces of gear just break/fall off at certain points.

If i had full control over it, i feel like i would just want to discard everything right at the start because i'd much rather be a wall jumping badass suit ninja then a clunky ass knight  Ninja
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« Reply #29 on: December 05, 2011, 06:44:11 PM »

thank you guys!

did some more mockups
trying to figure out how the character will react to the enviroment

here are 4 hypotetical moves: small step, slightly higher step, little climb, and wall climb (4+ tiles high)




here i encountered some problems:



1) with such small hitbox some elements (sword) may cut through the tiles
   solution 1: enlarge hitbox - don't like it
   solution 2: deal with the problem in level design, avoid 1 tile wide walls
   solution 3: who cares, minor glitch


2) platform too small to stand on, unpredictable behavior (and looks awkward)
   solution: again, deal with the problem in level design, avoid 1 tile wide platforms (during knight sections) ?


3) common problem in platforms
   solution 1: make him fall down after half body is over the edge - rough
   solution 2: do a "step/jump down" animation, when you approach the end of a platform - better



now the tile size is 10X10, instead of the usual 16X16
will it cause problems? is too small, considering character size?

ah decisions, decisions...  Noir

1) with such small hitbox some elements (sword) may cut through the tiles
   solution 4:make the player stay in front of the box? Still looks like glitch but I think it looks better

2) platform too small to stand on, unpredictable behavior (and looks awkward)
   solution 2:make the knight can't jump? Instead, just make him able to smash walls just like Laxwolf said

3) common problem in platforms
   solution 2: do a "step/jump down" animation, when you approach the end of a platform - better <- I vote for this one, the first solution can get you to a nasty bug, unpredictable behaviour
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