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Claw
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« Reply #135 on: July 17, 2012, 11:38:55 AM » |
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It is good to see some additional colors. Since the vines are green you may want to change the chest color (red? gold?) for some contrast. Or did you intentionally make them the same color for some reason?
Regardless, looking good! I always am pleased to see this pop up at the top of the devlogs with updates.
Thanks! The colors being the same is intentional  God this is looking so bloody good.  I really like the greys + accent colour. Maybe have a different accent for light/dark characters? Could be useful for extras puzzles, such as making it hard for one character to see platforms while the other can. Thanks, the light and dark chars actually have different colour impacts on the world, shadow being a pure grey scale on the base world while the light version has a palette applied  The difference is subtle, but easier to notice in game when you make the switch. I like the vines too, although the green looks a bit too artificial. Have you tried more of a bluish or yellowish tint to it?
Cheers for the feedback - I agree, the colour seems a tad off in that pic. I've had a play with the saturation and contrast on the vines and got it a little nicer. Still work to be done with this scene but it's a lot nicer than it was this morning now  Thanks for all the feedback guys  EDIT: Some images aren't appearing for me at the moment, all hosted via drop box so if you can't see them either it's a problem on their end or I've boned my usage limits  DOUBLE EDIT: Here's another shot - 
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« Last Edit: July 17, 2012, 11:56:00 AM by Claw »
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Franklins Ghost
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« Reply #136 on: July 17, 2012, 03:14:13 PM » |
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As always that's lovely. Any plans for a new video?
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knotty spine
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« Reply #137 on: July 17, 2012, 06:28:21 PM » |
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New character design is  .
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Animating something like this >>  << would take hours, maybe even days of work.
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Claw
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« Reply #138 on: July 17, 2012, 11:42:33 PM » |
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As always that's lovely. Any plans for a new video?
I'll put up a new vid soon, I'm gonna demo part of the game at a jam in about 2 weeks and get some feedback before that though. Specifically wanting to get opinions on this scene I'm showing screen shots of at the moment in full animation.
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shao
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« Reply #139 on: July 18, 2012, 01:15:10 AM » |
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This grass is very good, in general the atmosphere is very good, however I think something does not fit the character, the character off light, perhaps could give another meaning to the light, for example could be a man in a state of depression the light indicates the hope out of it, the light may decrease and thus their hope, so the difficulty would increase, this would indicate that the character is losing hope and progress becomes more difficult.
Although perhaps involves a redesign of many sections of your program.
Well, maybe something you can serve the idea.
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« Last Edit: July 18, 2012, 01:27:36 AM by shao »
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Quade Zaban
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« Reply #140 on: July 18, 2012, 01:31:10 AM » |
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Wow, this project is coming along great! Keep up the fantastic work.
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Claw
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« Reply #141 on: July 18, 2012, 01:52:46 AM » |
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This grass is very good, in general the atmosphere is very good, however I think something does not fit the character, the character off light, perhaps could give another meaning to the light, for example could be a man in a state of depression the light indicates the hope out of it, the light may decrease and thus their hope, so the difficulty would increase, this would indicate that the character is losing hope and progress becomes more difficult. It's just an idea.
Thanks for the input, you're pretty close to the direction I'm taking the game with your suggestion  A light in the darkness was always supposed to be a metaphor for hope and depression. I want to go into more detail about these themes along with the way the game will feel and play soon, just have to collect my thoughts a bit before then. Wow, this project is coming along great! Keep up the fantastic work.
Thanks 
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John Hutchinson
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« Reply #142 on: July 18, 2012, 07:06:29 AM » |
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Loving it so far. Keep up the good work! 
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Claw
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« Reply #143 on: July 18, 2012, 09:03:57 AM » |
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Loving it so far. Keep up the good work!  Thanks  Just read your blog post via your profile link, just wanted to say you're not alone in your feelings towards game development, I'm the same; and I'd wager a larger number of people round these forums are too. Love making games, hate day job - risk of making the full time jump scares me but each day I feel I'm being pulled closer and closer to that goal... One day  Oh and before I forget, made a new site quickly today: http://iamclaw.comLoads to do, but it's a start.
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John Hutchinson
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« Reply #144 on: July 18, 2012, 09:19:14 AM » |
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Loving it so far. Keep up the good work!  Thanks  Just read your blog post via your profile link, just wanted to say you're not alone in your feelings towards game development, I'm the same; and I'd wager a larger number of people round these forums are too. Love making games, hate day job - risk of making the full time jump scares me but each day I feel I'm being pulled closer and closer to that goal... One day  Oh and before I forget, made a new site quickly today: http://iamclaw.comLoads to do, but it's a start. Thanks a lot! I definitely get that impression. People here seem very passionate about their games and I'm glad to be here. I should have joined in a long time ago. Oh, and I like the look and feel of your new site. I obviously have a lot of work to do on my site as well. Working on my web presence still feels like an awkward time-eater to me but I'm seeing more and more just how important social marketing is and I'm trying to figure out ways to spend more time on stuff like that. Plus, it just feels good to make connections with like-minded people... I think that's a big part of what I've been missing. Anyway, I'm glad to be here and, again, the game looks amazing. I'm looking forward to seeing what you do with it.
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Claw
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« Reply #145 on: July 22, 2012, 10:22:16 AM » |
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I've got a bunch of technical stuff in line now which makes maps nicer to handle and is the first step in allowing background loading of different map chunks - for a seamless world.
The map is coming together. I have my paper version, blocked out areas where the look and feel changes and where core things are, and now I have the first area the player finds themselves in mostly mapped out in the editor. Feels like it is coming together when you can see rooms taking shape and puzzle concepts forming around objects and in your mind.
I'm enjoying this stage of development a lot.
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« Reply #146 on: July 22, 2012, 02:38:11 PM » |
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I'm keeping an eye on this, you've got something interesting here.
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Jammo
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« Reply #147 on: July 22, 2012, 04:01:41 PM » |
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I am excited to see the eventual launch of this. There seems to be a gap in well made platformers for PC. Meat Boy, Braid and Limbo are all great, but PC was an afterthought, and of course Fez which may still come later. Good luck, I will be keeping an eye on this project.
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Jasper Byrne
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« Reply #148 on: July 25, 2012, 01:24:13 PM » |
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I think you should quit the day job, claw.
Glad to see the character develop his own unique personality, and one that is much more clear about his ability. Recent shots look awesome.
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Claw
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« Reply #149 on: July 25, 2012, 01:47:33 PM » |
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I think you should quit the day job, claw.
Glad to see the character develop his own unique personality, and one that is much more clear about his ability. Recent shots look awesome.
Thanks man, I appreciate the confidence in me/my game. I'm still saving money, and growing some balls - so hopefully when I have more of both I'll be able to quit and go full time on Chroma (that's the dream). Hoping that goal will be reached within this year.
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