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998803 Posts in 39178 Topics- by 30591 Members - Latest Member: gerardrallo

April 21, 2014, 01:38:22 AM
TIGSource ForumsFeedbackDevLogsChasm [2d action-rpg platformer]
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Author Topic: Chasm [2d action-rpg platformer]  (Read 37754 times)
DiscordGames
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« Reply #240 on: February 28, 2013, 07:43:56 PM »

You guys should see James's glow worms enemies! They're jaw dropping  Well, hello there!

Shhhh! Not yet!
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DiscordGames
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« Reply #241 on: March 01, 2013, 06:56:15 PM »

You guys should see James's glow worms enemies! They're jaw dropping  Well, hello there!

Shhhh! Not yet!

I believe these are what he's talking about.. oh wait, what's that?! Cave troll!!1!

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ANtY
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i accidentally did that on purpose


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« Reply #242 on: March 01, 2013, 11:16:05 PM »

too fast!

also relevant:



I'd go for more thoughtful idle animations than this, they're not enough compared to the rest of this wonderful game
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AlexHW
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« Reply #243 on: March 01, 2013, 11:31:52 PM »

I agree with ANtY. While it may be quicker to shift pieces around, it doesn't lend well to the overall sense of form. Considering the low amount of tones these characters are using, I don't understand why you wouldn't redraw each frame.
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caiys
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« Reply #244 on: March 01, 2013, 11:53:48 PM »

Yeah you have to sync that kind of movement with breathing with pauses at the height and a longer pause at the bottom. Otherwise looking fab.  Hand Thumbs Up Right
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Bandreus
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« Reply #245 on: March 02, 2013, 02:34:43 AM »

I'm assuming most of the art being shown is still to be considered WIP (although being continually polished), otherwise I agree the hectic moving pixels in the idle animation are a pain in the eyes.

Regarding the latest pic, OMG so awesome. Good work guys!  Kiss
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Desiderata
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« Reply #246 on: March 02, 2013, 03:15:01 AM »

This game looks brilliant and i've been lurking around here for a long time now. Could you explain what platform you are developing on and what you use to create your gorgeous pixel art graphics?
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Go placidly amidst the noise and haste, and remember what peace there may be in silence. As far as possible without surrender be on good terms with all persons. Speak your truth quietly and clearly; and listen to others, even the dull and the ignorant; they too have their story.
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« Reply #247 on: March 02, 2013, 08:07:06 AM »

This game looks brilliant and i've been lurking around here for a long time now. Could you explain what platform you are developing on and what you use to create your gorgeous pixel art graphics?

It's being developed with C# / XNA, and it's going to be on Windows, MAC, and linux.
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Cheetah
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« Reply #248 on: March 02, 2013, 08:12:08 AM »

The sprite work continues to astound. The character design for this cave troll is exceptional as well.
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unseven
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« Reply #249 on: March 03, 2013, 06:32:38 PM »

I've got to say my word on this one. About pace, well, first of all they are not breathing, they're on fight stances. On Street Fighter, Ryu and most fighters don't breathe at the same pace of their stances. Then, idle animations don't last long in gameplay: player and enemies do a lot of things (walk, run, attack, jump, feel pain, die), so even if it's bothering you, it will be brief. Which also means they need to be flashy in order to be relevant, otherwise there wouldn't be need of them. I made some previous games in which some characters' idle animation were so subtle players didn't even notice. Lastly, see, it's kind of cartoonish. Characters have got rather big heads, no nose, no mouth, short arms and legs. It's also an action game. I don't see why they should be realistic, slow and potentially "boring" Smiley


But thanks anyway guys, some points were really helpful, like the knee bending (although the troll has bent k ees, the player could have a rework) and frame redraw Smiley when we got the priorities done, we should go back into those, our deadline is very tight!
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AlexHW
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« Reply #250 on: March 03, 2013, 09:01:42 PM »

I made some previous games in which some characters' idle animation were so subtle players didn't even notice.
If players don't notice, then why animate characters at all? A player that doesn't notice a subtle detail one way probably won't notice less subtle details in the same way. These graphics are great, created by a refined eye- so it's a bit conflicting in places where it lacks the same refinement. Note, This is just food for thought and not necessarily meant as critique.
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nss_aries
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« Reply #251 on: March 04, 2013, 01:02:05 AM »

Keeping an eye on this! There's room for improvement but it's still early development and your doing good, in my opinion Smiley
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ANtY
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i accidentally did that on purpose


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« Reply #252 on: March 04, 2013, 03:34:58 AM »

Whatever with other arguments but no matter how I look at it despite all other flaws these animations could have I still think it's all too fast, and I mean everything: gui animation, ceiling worm animation, troll and the guy, it reminds me of games where the fps wasn't locked and the game speed wasn't connected with delta_t. Actually the guy's idle animation is the closest to normal speed.
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Hipshot
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GOTTA GO FAST!


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« Reply #253 on: March 04, 2013, 04:45:53 AM »

Whatever with other arguments but no matter how I look at it despite all other flaws these animations could have I still think it's all too fast, and I mean everything: gui animation, ceiling worm animation, troll and the guy, it reminds me of games where the fps wasn't locked and the game speed wasn't connected with delta_t. Actually the guy's idle animation is the closest to normal speed.

I agree with you, I think the entire image, with all animations, feels like it's in fast forward. Or, as you say, in a older game, where the FPS controlled the speed of animations.
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Impmaster
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Scary, isn't it?


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« Reply #254 on: March 04, 2013, 04:52:03 AM »

Agreed. Maybe in combat, when everything is flying around and the game is fast-paced, this would look good. But when stationary, everything is far too fast. Of course, the player will hardly ever stay still.
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