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879868 Posts in 33010 Topics- by 24383 Members - Latest Member: celloe

May 25, 2013, 06:24:38 AM
TIGSource ForumsDeveloperFeedbackDevLogsInSilico [New Screens: 07/16/12]
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Author Topic: InSilico [New Screens: 07/16/12]  (Read 15131 times)
SolarLune
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« Reply #45 on: February 19, 2012, 02:29:14 PM »

Thank goodness. I believe I think of myself as something of a hard (-ish) core player, but not Screamy level hardcore (read: Super Meat Boy).
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Kevin
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« Reply #46 on: February 19, 2012, 03:15:15 PM »

Yeah, I'm the same way. I love hard games, but I hate unfair games. I want this to be tough but totally beatable.

I took some time to think a little bit more about the design of the arc-shooting cannon enemy. Here's what I came up with:



#1 is the original sprite, #2 is the concept and #3 is the revamped sprite. If it's not obvious that the sprites are facing the opposite direction of the concept then I need to seriously work on my spriting.


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happymonster
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« Reply #47 on: February 19, 2012, 03:16:57 PM »

#3 looks great! Really got the character there. Smiley
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
SolarLune
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« Reply #48 on: February 19, 2012, 04:05:40 PM »

I was going to say - I love the cannon-shooter. He's got style. I also can see that he's a cyclops robot with a cannon on his back in the sprite, which means that it's readable. Although, I saw his back as ears when I saw him in the video. You should keep it like that, though. Smiley
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Kramlack
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« Reply #49 on: February 19, 2012, 04:08:02 PM »

What about doing some colouring tricks with the cannon? You got it perfectly lined up for the head to be out of the way, but the arm's are just a bit over. I think it would look pretty good though.


EDIT: Also yes, I like 3, over 1.
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Kevin
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« Reply #50 on: February 19, 2012, 04:13:07 PM »


Yeah, that's actually how it looked when I first finished it but, because of the way the game is handling sprites and colours, I'd have to use 2 sprites to get that effect (which isn't a big deal and I might just do). It's reassuring to see you post that, because another reason I scaled back to one colour was fear of clashing with the monochrome stylings of all of the other sprites.
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Franklins Ghost
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« Reply #51 on: February 19, 2012, 07:24:22 PM »

and checkpoints now work on a per-room basis, so every time you die you re-spawn in the room you died in.

That's great to hear, cause the game is looking awesome  Kiss but it looked really frustrating everytime he died he ended up back at the beginning.

Also the new cannon guy is looking great. Like the look and can see it come across from the design concept.
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« Reply #52 on: February 19, 2012, 09:10:52 PM »

Hey Kevin!

Excellent job. I look forward to seeing more, this project looks wonderful. Also, please do more of those "concepts", It's been a while since I've seen some of those higher res work from you.

Unrelated: Post in Pixeljoint sometime, I'm sure the community misses you and your work.
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« Reply #53 on: February 19, 2012, 09:38:23 PM »

Hey Kevin!

Excellent job. I look forward to seeing more, this project looks wonderful. Also, please do more of those "concepts", It's been a while since I've seen some of those higher res work from you.

Unrelated: Post in Pixeljoint sometime, I'm sure the community misses you and your work.

This!

I think this is the first time I've been excited for really minimalistic pixel art! Furthermore, you seem to have added some really nice movement to your sprites!

EDIT: Are you planning not to have save points? I usually prefer fair gameplay that isn't too frustrating, but it seems a little too easy that you can get powerups without fear of losing them after blowing up?

EDIT: On the other hand it seems a little harsh to have to start at the ship every time...  Shocked
« Last Edit: February 19, 2012, 09:52:12 PM by lasttea999 » Logged

Vertex: Exploration platformer by iMoose
HARA HARA DUEL: Dueling game
Solving stuttering: fixed timesteps
Kramlack
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« Reply #54 on: February 19, 2012, 09:58:41 PM »

Two posts up there's a quote from Kevin that answers your question.
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lasttea999
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« Reply #55 on: February 19, 2012, 11:07:18 PM »

Two posts up there's a quote from Kevin that answers your question.

Ahh sorry, thank you for informing me.
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Vertex: Exploration platformer by iMoose
HARA HARA DUEL: Dueling game
Solving stuttering: fixed timesteps
Xion
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« Reply #56 on: February 20, 2012, 02:38:26 AM »

oh, how did I miss this? This looks exactly like the Type of Thing I Dig! Looking rad so far. Your pixels are always a treat. Just here to encourage.
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eigenbom
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« Reply #57 on: February 20, 2012, 03:34:10 AM »

Nom nom tasty pixels. I eat pixelly goodness. Following!
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rdein
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« Reply #58 on: February 20, 2012, 05:09:28 PM »

salutations

this looks amazing and if you don't finish it i'm afraid you'll have my punches buried in your face

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Kevin
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« Reply #59 on: February 21, 2012, 10:04:20 AM »

Thanks, thanks thanks! All of the support you guys are giving this is really more encouraging than you can know. ♥

Delicious: haha I think this is, maybe, the first higher res pixe piece I've actually done since... whenever I last posted to my PJ gallery. It's been awhile. Tongue

RABBIT NABOKOV: Oh no! My face is where all of the pretty is!

Argh. Agonizing over the lobber sprite. I like it, but it doesn't fit, at all, with the rest of the graphics so I'm thinking I'll rework it. I'm shooting, like I said, for a certain level of simplicity and abstraction, and this doesn't make the cut. Here's a screen for your collective consideration:



Also, I needed a break from working on the game proper and did some art:

I'm planning to do similar pieces for all of the characters/enemies/etc. Traditionally, I'm bad at drawing robots and machinery, so it's good practice.
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