J.D.
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« Reply #40 on: May 19, 2015, 01:18:16 PM » |
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The art is excellent. I'm very curious about what program you're using to make the lines, because they're so clean and appropriately-weighted.
I use Paint Tool Sai to draw, and Spine to animate.
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TopherPirkl
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« Reply #41 on: May 19, 2015, 11:02:50 PM » |
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Looks like you've got some steady progress. Good to see, keep it up!
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Igor Sandman
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« Reply #42 on: May 20, 2015, 02:11:48 AM » |
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I'm not a big fan of puppet animation usually, but I must say the original and raw visual style you're going for makes me forget the puppetry It's a really deep mood you've got there.
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J.D.
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« Reply #43 on: May 20, 2015, 01:01:18 PM » |
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@TopherPirkl: Thanks! There's a lot to do. @Igor Sandman: I can understand not favoring the bone-based animation for 2D, but when beginning this project, I decided that if I wanted the number of unique enemies, armor sets and player animations, I couldn't do it hand drawn (and expect to finish it this decade). I'm happy to hear that the art style alleviates that a bit. Thanks! Here's a little sneak peak of what I'm working on at the moment. :> Rigging up a new armor set. :D
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inkwellmachine
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« Reply #44 on: May 20, 2015, 09:06:46 PM » |
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The art is excellent. I'm very curious about what program you're using to make the lines, because they're so clean and appropriately-weighted.
I use Paint Tool Sai to draw, and Spine to animate. I had a hunch. Paint Tool Sai is great for art that really cares about line-weight. As for Spine, I'll have to look into it. That's a program I've never heard of until now. Thanks for letting me know~
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diegzumillo
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« Reply #45 on: May 20, 2015, 09:19:09 PM » |
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I LOVE your art style. Your concepts, your ingame art, all looks great. I can't play the game though. Java doesn't like me and I don't like it. Every time I try to run something in java ends in headaches, so I gave up on it
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diegzumillo
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« Reply #46 on: May 20, 2015, 09:45:17 PM » |
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Nevermind. It worked Maybe I didn't play enough to get a good feel on the gameplay but it felt a bit confusing. It's hard to tell it the enemy can reach me from where he stands, for example. And even after a few attempts I still don't know how to use my shield.
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J.D.
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« Reply #47 on: May 21, 2015, 07:12:36 AM » |
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@inkwellmachine: It took a little getting used to, but Spine is a really awesome program. I had done zero animating before this project, and now it's super easy to just rig up a skeleton's skeleton and start working. You're very welcome! @diegzumillo: The amount of work we've done in just the few weeks after that demo makes it look very, very outdated. I'm almost a little embarrassed to keep it up on the site. The shield works like a parry, the first handful of frames of the defend animation will parry the enemy attack, and you get bonus damage.
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J.D.
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« Reply #48 on: May 22, 2015, 06:28:11 PM » |
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Whipped up a few placeholder weapon icons to start working on the UI, not sure if I'll keep this sort of look.
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J.D.
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« Reply #49 on: May 23, 2015, 09:29:48 AM » |
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Icons implemented!
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J.D.
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« Reply #50 on: May 25, 2015, 11:11:01 AM » |
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Working on one of the safe areas that will hold a cairn, a decrepit church. Here is a shot from when I started, and then finished.
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J.D.
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« Reply #51 on: May 26, 2015, 02:55:51 PM » |
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Took a little time to sketch out where the current level I'm working on is going. Only the top left portion is finished so far.
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J.D.
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« Reply #53 on: May 29, 2015, 04:23:32 PM » |
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I don't even.
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quan
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« Reply #54 on: May 29, 2015, 07:38:35 PM » |
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This art style looks cool, I also do some relief printing with lino so it's interesting to see that kind of aesthetic being used in a game. Though I think maybe the readability of the gifs isn't great, there should be something to help distinguish things from each other maybe?? I'm just basing this off the gifs I saw so maybe it looks fine when being played
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J.D.
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« Reply #55 on: May 30, 2015, 09:54:15 AM » |
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This art style looks cool, I also do some relief printing with lino so it's interesting to see that kind of aesthetic being used in a game. Though I think maybe the readability of the gifs isn't great, there should be something to help distinguish things from each other maybe?? I'm just basing this off the gifs I saw so maybe it looks fine when being played Thanks a lot! I loved doing relief prints in college, the only shame of that was that I discovered it in my third to last semester. If I had known, I might've taken it as my minor. Unfortunately the .gifs are pretty bad, I condense them quite a bit to get them under the 3MB limit for posting on twitter. The .webms that I post should give you a better idea. Readability will be a constant concern going through the development process, hopefully we can make it work out.
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Christian
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« Reply #57 on: May 31, 2015, 02:29:06 PM » |
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Could you make the GIFs smaller? On mobile, this thread crashes my browser
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J.D.
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« Reply #58 on: June 01, 2015, 10:19:46 PM » |
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Could you make the GIFs smaller? On mobile, this thread crashes my browser
Hope that's better.
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J.D.
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« Reply #59 on: June 04, 2015, 02:13:23 PM » |
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Things are progressing really well with the first level! Here's a little peek at what's cooking.
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