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1027940 Posts in 41256 Topics- by 32875 Members - Latest Member: nether

July 29, 2014, 04:57:15 PM
TIGSource ForumsFeedbackDevLogsIRKALLA
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Author Topic: IRKALLA  (Read 73636 times)
ScaryPotato
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« Reply #30 on: August 22, 2013, 07:35:18 AM »

This looks absolutely fantastic! Dark, bleak robotic pixel sci-fi, hot damn!

Anyhow, the run cycle suits the legs of your character, but it does look more like a prancing action instead of a menacing charge. I think it's mostly due to the lack of time the foot is in contact with the ground, in relation to the amount of time it's in the air. A heavily armoured mech would have feet that spend most of their time on the ground to support all the weight, and the body would dip down more to absorb the impact.

Making changes to things like this drastically alters the personality of the character though, so it's a tough call on how much you're willing to change what your original idea was.

One option (that might work for everyone), is to extend the length of the stride. It would force the feet to be in contact with the ground, while keeping everything looking agile rather than plodding. His feet do sort of move more vertically right now, like the ballerina's tippy-toes action, and this little tweak might help  Smiley

That's my two cents. Everything else is friggin' awesome.
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Skydsgaard
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« Reply #31 on: August 23, 2013, 10:31:30 AM »

Hi everyone!

Wall of text is coming  Wink

Getting all this feedback is really great. Thanks a lot! It is very important for us.

This gets a bit tricky when some say that they like it and others perhaps not so much...because changing it can displease the ones that already liked it to begin with.

But personally, I think everything can be improved, and the nice comments are very rewarding and motivating, but the real thing that pushes you to do your best is constructive criticism. We are going to try to make something that pleases the mayority of you While being true to our idea.

About this:

If I had to pick the letter that is the most problematic in the logo, it would probably be the "I".

Yep, we have received similar feedback from another person, he thought that the "I" was a "T". We are going to work on this a little more. Probably, separating the dot from the "I" two pixels will not hurt anyone. To start with.

About this:

I like how it looks myself, like each step is an effortless leap despite the weight thanks to high tech akin to (an unrealistic version of) professional amputee athlete prosthetic limbs. Plus, it's different and adds character.

and...

Anyhow, the run cycle suits the legs of your character, but it does look more like a prancing action instead of a menacing charge. I think it's mostly due to the lack of time the foot is in contact with the ground, in relation to the amount of time it's in the air. A heavily armoured mech would have feet that spend most of their time on the ground to support all the weight, and the body would dip down more to absorb the impact.

Making changes to things like this drastically alters the personality of the character though, so it's a tough call on how much you're willing to change what your original idea was.

One option (that might work for everyone), is to extend the length of the stride. It would force the feet to be in contact with the ground, while keeping everything looking agile rather than plodding. His feet do sort of move more vertically right now, like the ballerina's tippy-toes action, and this little tweak might help  Smiley

Yes, the idea is that this is some kind of armor suit, with assisted movement, so she is not carrying the weight of the armor. I think this is called servo-armor. (The heavy and poddling mechs will come later)

So, for this running state, we want something really fast and agil (in the game you can not shoot while you are using this move, you will use it to position yourself in the right places, or for evasion times).

I am afraid that adding more weight, will slow down the movement and it could be a bit frustrating when you cannot reach your destination fast enough.

But I think we can try to give it a little more time on the ground, in the recovery of the steps... or maybe, at the begining of this state, make the frames slower and then, the player will be able to notice the acceleration.

The same thing happens with the trains, they are very heavy, and they take time to get moving, but once you have a level of momentum, they can go really fast. We will see, we have to check it.

Thanks for that really well explained feedback.

So, more things Smiley I just finished this little bastard. This will be the standard basic enemy that will tirelessly chase you around the screen, and they are quite fast!

Idle, break idle, running and dead_01


 
Next week, I will start with the rest... jump, stopping, turn, dead_02, attacks..

Comments are welcome!  Beer!
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Belimoth
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« Reply #32 on: August 23, 2013, 11:03:19 AM »

Very nice animation, glad to see that you are capable of bringing that mockup to life.
Will there be opportunities for the player to see the enemy's idle? It raises some questions about what form the gameplay will take.
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UberLou
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« Reply #33 on: August 26, 2013, 06:51:06 AM »

The mockups on the Polycount Recap lead me here. It's looking awesome and can't wait to see more!
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kitheif
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« Reply #34 on: August 27, 2013, 07:11:17 PM »

Love this, keep it up Smiley
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08--n7.r6-79.84
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« Reply #35 on: August 28, 2013, 03:14:04 AM »




Cool pixels and animations! Also reminds me this guy.

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sakuyo
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« Reply #36 on: August 30, 2013, 12:00:30 PM »

This looks really awesome. I especially love the robot's animation - very bouncy.
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Skydsgaard
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« Reply #37 on: September 02, 2013, 11:11:29 AM »

Hi everyone! Smiley

Will there be opportunities for the player to see the enemy's idle? It raises some questions about what form the gameplay will take.

You totally got it! These little demons are summoned to the map through portals and immediately after, they start to run towards you. The truth is, I donít know for what we will use the idle, but anyway, it was easy to do and fun, also, I got to practice!

Also reminds me this guy.

Ahhhh! I had forgotten about these, they are also pretty fast, right? Now, I feel like playing it again.. Smiley

Thanks guys for all of your nice comments, I really mean it ^__^

Just a little update, now more animations



jump up/down



Hope you like it   Smiley

We are working on some implementations this week, basically to make the mc move around the screen
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diegzumillo
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« Reply #38 on: September 03, 2013, 10:02:47 PM »

This is looking really good!

About criticism. One can only gain by listening to other people's opinions, but I suggest filtering out anything that doesn't seem to make a lot of sense. Specially art related opinions, because these are very subjective.

I guess what I'm trying to say is, people might be wrong! even if they mean well Tongue (I'm not addressing anyone here, by the way)
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gokimen
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« Reply #39 on: September 03, 2013, 10:20:00 PM »

i think the ambience is great! but i can't really said anything if there is yet any playable version. waiting one for one soon.
so far looks really great, i'll definitely follow this up.

oh and the logo read more like "Trkalla" than "Irkalla" to me.
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« Reply #40 on: September 05, 2013, 08:00:05 AM »

So, your project is amazing. It's looks really cool. I want to help. I can draw sprites. But without animations, it's my bad. Sad
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mrKaizen
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« Reply #41 on: September 05, 2013, 08:06:07 AM »

Nice pixel art. Wink
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« Reply #42 on: September 05, 2013, 08:18:25 AM »

I have to say I love the animations for the pinkish dude! Really smooth in such low resolution, which is impressive Smiley I still think the logo is hard to read and it's fine if you use it as a logo, but it shouldn't be the way you portray your name. Normal fonts work a lot better than cryptic ones. The most difficult to read letters for me are the R and the K.

Great work! Keep it up! I want to see some gameplay footage soon Smiley
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saibot216
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« Reply #43 on: September 05, 2013, 06:23:19 PM »

Woooo-hooo, this looks incredible!
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Zaxuhe
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« Reply #44 on: September 05, 2013, 06:24:28 PM »

The art is amazing! love it
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