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998357 Posts in 39155 Topics- by 30565 Members - Latest Member: harshat30

April 19, 2014, 01:25:55 AM
TIGSource ForumsFeedbackDevLogsProject Rain World
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JLJac
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« Reply #435 on: May 14, 2013, 11:50:14 AM »

Yeah, you're absolutley right, it shouldn't be too anime. I don't want it to look like a pikachu clone.


(Pikachu clones)

So this is what I did - 10 and 15 had a baby. Then I refined that some, and then I slanted the eyes. For the last one I changed the nose (good) and the jaw (not so good).

Still need to make it less anime... The creature in the game is not exactly cute, it has more of a strange, blank expression. If anything I want it to remind of a 1930's cartoon, I'd like it to have a tiny touch of this:



So... how can I make it less pikachu?  Huh?

Hehe @Jubjub, I know that the artist should leave the interpretation to the audience, but this time... I'm sorry it has never been a mouth, it's a nose Smiley
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Jubjub
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« Reply #436 on: May 14, 2013, 11:57:25 AM »

Yeah, I know, but I really can't avoid not seeing the sprite's nose as a mouth!

The new portrait is much better in that regard, I definitely see it as a nose now, probably because of the new snout shape and the extra space under it.
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happymonster
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« Reply #437 on: May 14, 2013, 12:00:09 PM »

The eyes should be rounder in the portraits, like the sprites. Smiley
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JLJac
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« Reply #438 on: May 14, 2013, 12:07:30 PM »

Tried following this gentleman's advice, and I can't say I dislike it...

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eigenbom
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« Reply #439 on: May 14, 2013, 05:05:28 PM »

Hm... When ypu say it, 15 is good, but the head is a bit too flattened for me. If I could give it a little bit more of the head shape of 10...

Oh, and since everyone is doing it, here we go:


Woah, so cool!
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jamesprimate
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« Reply #440 on: May 14, 2013, 05:46:56 PM »

hahah I've always thought it was a mouth too XD

maybe the eyes are what is making it seem a bit cutesy. in the sprite version the eyes look so EMPTY, like "I've seen some shit".
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7heSama
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« Reply #441 on: May 14, 2013, 06:09:09 PM »

Somehow, I have never seen this project until now. I just read through the first 18 pages + the last few, and I'm feeling a little blown away.

The effects look great, from the hanging chains and wires to the light bloom that you have in some pics. Gameplay of course looks amazing as everyone has pointed out, I love how the animation blends into the actual mechanics, which look very fun in their own right.

I think the decision to go with a hub world won't have as many downsides as you predict (or at least, predicted). Maybe the time of day and such won't be able to change, but by manipulating the tile set you can still get a feeling of progression - one area is more or less stony/industrialized/etc.

Also, I tried the runnMaze2 demo, but it seemed kind of glitchy. I couldn't figure out how to jump with either player (tried all the usual candidates), and with the brown character, movement was mapped to ESDF instead of WASD, which - if intentional - seems very, very unwise.

On a final side note, it turns out a game I've been working on for the past month-ish is very similar to this, with the notable exception that yours is far better. :/ Oh well, I guess it will give me some ideas on how to make my game, ie, avoiding the stuff you're already doing - I don't want to make a total ripoff.

edit: Jump is K/Q? Why...
« Last Edit: May 14, 2013, 09:13:45 PM by 7heSama » Logged

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Ben_Hurr
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« Reply #442 on: May 14, 2013, 06:53:34 PM »

This is the most amazing thing I have ever seen, why have I not heard of it until today?!  Waaagh!
All the animations are so smooth and delicious!


By the way, I read way earlier in the thread that lizards do a sort of head vibrate with particle effects to indicate they heard something?  If they still do that, why not make them cock their head up and listen, as if going 'what? what was that?'?

That sounds way more readable.  Grin
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JLJac
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« Reply #443 on: May 15, 2013, 03:05:24 AM »

Started experimenting with giving the four players small, small differences. See if you can spot them!



hahah I've always thought it was a mouth too XD

maybe the eyes are what is making it seem a bit cutesy. in the sprite version the eyes look so EMPTY, like "I've seen some shit".
Lol!  Cheesy
Yeah, wanna get to that empty stare...

Somehow, I have never seen this project until now. I just read through the first 18 pages + the last few, and I'm feeling a little blown away.

The effects look great, from the hanging chains and wires to the light bloom that you have in some pics. Gameplay of course looks amazing as everyone has pointed out, I love how the animation blends into the actual mechanics, which look very fun in their own right.

I think the decision to go with a hub world won't have as many downsides as you predict (or at least, predicted). Maybe the time of day and such won't be able to change, but by manipulating the tile set you can still get a feeling of progression - one area is more or less stony/industrialized/etc.

Also, I tried the runnMaze2 demo, but it seemed kind of glitchy. I couldn't figure out how to jump with either player (tried all the usual candidates), and with the brown character, movement was mapped to ESDF instead of WASD, which - if intentional - seems very, very unwise.

On a final side note, it turns out a game I've been working on for the past month-ish is very similar to this, with the notable exception that yours is far better. :/ Oh well, I guess it will give me some ideas on how to make my game, ie, avoiding the stuff you're already doing - I don't want to make a total ripoff.

edit: Jump is K/Q? Why...

Sorry about the unconventional choice of keys... When I made that thing I was too lazy to look up the key codes for stuff like shift and control, so I mapped all the controls to letter keys instead Tongue The actual game has customizable controls.

I know that the game is feeling a little bit hacky, and that's sadly just the consequence of me not being the best programmer and my software being old and limited. This game will be far from perfect, but I hope people will be able to look past the sometimes amateurish execution and appreciate the things I have accomplished and am proud of. To me just making a game is an accomplishment in itself, be it with glitches and hacks.

On the hub world stuff I've solved it in a strange way - there's an area in the middle of the map that's underground. Around it are different areas, with different sun/weather conditions. You can't pass from one area to another without passing through the underground area. That way different times of day/weather conditions can exist, but you never have the super-obvious thing where you go from one screen to the next and the weather changes, as the underground always works as a buffer. It's a stretch, I know, but I have high expectations on my audience's willing supspencion of disbelief Wink

I wish you the best of luck on your project, and am much looking forward to seeing what you're up to. Will you be starting a devlog any time soon?

This is the most amazing thing I have ever seen, why have I not heard of it until today?!  Waaagh!
All the animations are so smooth and delicious!


By the way, I read way earlier in the thread that lizards do a sort of head vibrate with particle effects to indicate they heard something?  If they still do that, why not make them cock their head up and listen, as if going 'what? what was that?'?

That sounds way more readable.  Grin

Thank you! When it comes to the body language of lizards, I too would like for it to be subtle like that, and believe me, I'm the first one to get involved in tiny little details! However we're talking about very small sprites here, and when a player is moving around they're not currently looking at the lizards, but at their own avatar. I had to make what's going on in the lizards' heads more loud and obvious, why I added the particle effect. That said, a lizard that hears a sound will change the angle of its head and freeze for a moment before setting off to investigate.
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jamesprimate
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« Reply #444 on: May 16, 2013, 09:46:30 AM »

Started experimenting with giving the four players small, small differences. See if you can spot them!



These look great! Just adding that pixelation seems to abstract them enough to make them mysterious. And the scarring is totally cool.
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Jubjub
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« Reply #445 on: May 16, 2013, 09:57:03 AM »

 Kiss

My favorite is the yellow one, if he survived whatever caused him to have two huge scars under his eyes, he can survive anything!
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by MSLF
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« Reply #446 on: May 18, 2013, 03:10:56 PM »

btw do you plan on making an online multiplayer too?
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JLJac
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« Reply #447 on: May 19, 2013, 01:11:05 PM »

Sorry, no. Not unless the game reaches a level of success where someone else re-codes the whole thing for xbox or something  Wink

Update 145
We now have a fully functional, and not too ugly-looking, options menu. You can set advanced graphics on and off, you can set the music and sound volume, you can change the screen resolution, and you can change the input for all four players. The icons for the buttons are not done, they should look like something sensible and not right pointing arrows. Speaking of which, can someone come up with a good symbol for "Define keys/joystick buttons"?



Except from defining keys you can also define the joystick input, which has its own screen which was a horror to create:



Here you can not only define the buttons, but also test them, so as to not have to start a game everytime you try to find out which is button 14.

In theory we have a working 4-player game with customizable joystick support. In practise I have no idea what we have, as I'm far away from home and don't have a joystick or three friends to try it.

James, do you have a gamepad?
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jamesprimate
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« Reply #448 on: May 19, 2013, 04:57:11 PM »

I do! Xbox 360 controller thing. send it over!
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by MSLF
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« Reply #449 on: May 19, 2013, 05:00:11 PM »

btw this pink color looks a lot like white. and... it's pink!
is this color option more or less set in stone? how about some other choice in it's place, like gray?
« Last Edit: May 19, 2013, 05:17:50 PM by by MSLF » Logged

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