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TIGSource ForumsCommunityDevLogsTemple of Lunarius - Metroidvania
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Author Topic: Temple of Lunarius - Metroidvania  (Read 14418 times)
Quarry
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« on: August 17, 2012, 11:59:17 PM »




Templ of Lunarius is an upcoming metroidvania made in collaboration with Quarry and Mrmo Tarius (from PixelJoint)










« Last Edit: August 18, 2012, 07:06:42 AM by Quarry » Logged
_Grey
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« Reply #1 on: August 18, 2012, 12:20:31 AM »

oh god, it looks fantastic! i love the graphics... i'll follow this project
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Cellusious
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« Reply #2 on: August 18, 2012, 12:41:46 AM »

Looks great,
the biggest (and only) problem is that there is too much stuff, and there isn't much clarification what and what isn't a background object. Contrast.  Smiley
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Uykered
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« Reply #3 on: August 18, 2012, 01:01:09 AM »

wow wtf, this looks cool!

I agree with above though, would be nice to have a lot more clarification/distinction between background/foreground in the colouring.
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JobLeonard
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« Reply #4 on: August 18, 2012, 01:18:48 AM »

Dose pixels... The Bitmap Brothers would be proud!
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Quarry
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« Reply #5 on: August 18, 2012, 01:25:43 AM »

I've heard about the FG/BG problem quite a lot. I'm planning on applying a darkening "filter" on the background the draw the foreground on top of it.
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« Reply #6 on: August 18, 2012, 01:41:25 AM »

graphics blew my mind. best of luck with this!

btw, are these actual in-game screens or mockups?
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Quarry
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« Reply #7 on: August 18, 2012, 02:16:30 AM »

All of them are in-game screenshots, I cropped out the borders for the thread
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« Reply #8 on: August 18, 2012, 02:47:26 AM »

awesome!
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Udderdude
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« Reply #9 on: August 18, 2012, 04:15:35 AM »

The art looks very visually confusing, it's difficult for me to tell what everything is and it looks more designed for appearance than playability! D:

That's fine if you're making stuff for appearance only, but ..
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Quarry
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« Reply #10 on: August 18, 2012, 06:48:07 AM »

It's extremely easy to distinguish moving objects from the background in motion. I'm working on getting a video up as soon as I can so that I can show what is going on
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Quarry
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« Reply #11 on: August 18, 2012, 06:59:35 AM »



I did a mini-mockup of what it should look like in the end
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emacs
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« Reply #12 on: August 18, 2012, 07:02:15 AM »

Hand Thumbs Up LeftKissHand Thumbs Up Right
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« Reply #13 on: August 18, 2012, 07:02:51 AM »

I got a 8=====D when I saw these colors...art looks really good
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« Reply #14 on: August 18, 2012, 07:57:33 AM »

I love the look of this, the pixels are sweet. But I do agree with others' concerns about foreground and background blending a bit too much. I do get what you mean in regards to telling things apart when they're moving, but I still think the game should read as much as possible. Maybe try playing around with pallets for what's back and what's not in order to enhance contrast just a tad.

Oh, and i LOVE how most of the stuff is x times larger than the player's character. Can't wait for a vid and more info about how the game works. Following!
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Quarry
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« Reply #15 on: August 18, 2012, 08:05:02 AM »

I love the look of this, the pixels are sweet. But I do agree with others' concerns about foreground and background blending a bit too much. I do get what you mean in regards to telling things apart when they're moving, but I still think the game should read as much as possible. Maybe try playing around with pallets for what's back and what's not in order to enhance contrast just a tad.

Oh, and i LOVE how most of the stuff is x times larger than the player's character. Can't wait for a vid and more info about how the game works. Following!

I posted a mockup 3 posts before yours, what's your opinion on that?

and buttons (main menu wasn't my first concern about the game) and in-game screenshotter (F3)

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Bandreus
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« Reply #16 on: August 18, 2012, 09:01:30 AM »

I love the look of this, the pixels are sweet. But I do agree with others' concerns about foreground and background blending a bit too much. I do get what you mean in regards to telling things apart when they're moving, but I still think the game should read as much as possible. Maybe try playing around with pallets for what's back and what's not in order to enhance contrast just a tad.

Oh, and i LOVE how most of the stuff is x times larger than the player's character. Can't wait for a vid and more info about how the game works. Following!

I posted a mockup 3 posts before yours, what's your opinion on that?

and buttons (main menu wasn't my first concern about the game) and in-game screenshotter (F3)



It looks much better for sure. Those walls being darker, make it much easier to read which ones are in the back and which ones in the front. Only if you can spare the time and resources during the development process, I would suggest using entirely different (or by the very least heavily edited) assets let the player tell apart bg and fg more easily.

Looks gorgeous anyways, keep up the amazing work.
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Quarry
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« Reply #17 on: August 18, 2012, 09:30:18 AM »

There's been a lot more created than I've publicy published so I don't think that a recreation is possible in any way
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melos
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« Reply #18 on: August 18, 2012, 09:32:36 AM »

oh, I saw this a bit back a few days ago on indiedb...I think. is there a beta or anything or demo? It looks neat-o.

+1 !
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Quarry
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« Reply #19 on: August 18, 2012, 09:33:50 AM »

I didn't even get a video up, I don't think that any form of demo is coming in a long while

EDIT: I actually tested CamStudio with recording the main menu fancies, it took me 20~ takes to get the recording region, quality, framerate and such. Then I noticed that none of the recordings were saved because I didn't set a directory.  Cry
« Last Edit: August 18, 2012, 10:09:58 AM by Quarry » Logged
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