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TIGSource ForumsDeveloperArt (Moderator: JWK5)Mockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 2632265 times)
Cellusious
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« Reply #7640 on: November 01, 2013, 06:29:26 AM »

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DanDecarlo
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« Reply #7641 on: November 01, 2013, 01:10:10 PM »

Looks like some shamanic voodoo stuff.
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Carrion
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« Reply #7642 on: November 01, 2013, 01:21:55 PM »

Carrion said I should start posting here, so here I am, doing that! GameBoy mockup thing


c:
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Kekskiller
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« Reply #7643 on: November 01, 2013, 03:22:15 PM »

Cellusious, how do you create these mockups? I mean technically. Transparent layers and rotations I presume?
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Carrion
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« Reply #7644 on: November 01, 2013, 03:30:57 PM »

Cellusious, how do you create these mockups? I mean technically. Transparent layers and rotations I presume?

More than likely the layer effects on Paint.net. If you start layering up textures and messing with the color levels a lot of his aesthetic will start looking familiar. Half of the "glitch art"you see online is actually carefully positioned layers of saturated mess over one another.
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Kekskiller
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« Reply #7645 on: November 01, 2013, 03:34:39 PM »

That'd be a possibility, yes. Though I'm pretty there's some speciality involved Grin
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Carrion
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« Reply #7646 on: November 01, 2013, 04:12:56 PM »

That'd be a possibility, yes. Though I'm pretty there's some speciality involved Grin

Well yeah you have to make the textures and pick the colors first.
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HyMyNameIsMatt
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« Reply #7647 on: November 01, 2013, 04:28:10 PM »

Screwing around with saturated layers and transparencies really does create some marvelous effects.
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Cellusious
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« Reply #7648 on: November 01, 2013, 04:35:09 PM »

Pixel everything on multiple sheets. pixel the bottom "clean pixel art for elitist, purist, scum" layer then place the other thing you have pixeled over with an alpha. draw a gradient by mixing gradients by hand, fiddle a tiny bit with the colours. Done.

12 of 100 of those are finished, they take around 2 minutes to make then there's fiddling with sliders. I did like 144 to start off doing pixel art and they took at first 3 hours to make each and i applied a glow filter because i liked how they looked. Now those 3 hours have been decompressed to 3 minutes because i know everything i need to make them. I'm in my safe zone, i got all the lego blocks i need to build the same piece over and over again in different configurations.

cont: http://forums.tigsource.com/index.php?topic=167.msg963113#msg963113
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happymonster
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« Reply #7649 on: November 02, 2013, 03:01:20 AM »

Quote
I'm in my safe zone, i got all the lego blocks i need to build the same piece over and over again in different configurations.

Time to change it up? Why not do a different kind of practise, like copying a photograph as best you can with 16 colours or less? Just to break things up and improve your observational skills? Smiley
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08--n7.r6-79.84
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« Reply #7650 on: November 02, 2013, 07:14:49 AM »

cirpons, migrafael, Rakugaki-Otoko - thanx for answers!

@Geti
Thank you again! :D I followed your ideas:



@alex pang
Your dude's version is styled very cool and readable even better! And i like ground texture in your RL thing, pretty neat :3

@premonster
Yeah, because i want make something NES-like, with NES-authentic style. And in this sense i agreed with Rakugaki-Otoko and especially with noumenus.

@terri
Thanx for edit and check new mockup with shadows in beginning of this post.

@Lee
Cool, now it's have right perspective, like premonster was requested.

I used your and alex pang edit to make this dude's version:



But don't like it, it's too 3D-ish, as i say to premonster, i want something NES-authentic, like on mockup in beginning of this post.
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MrBones
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« Reply #7651 on: November 02, 2013, 09:17:11 AM »

Wow, that looks great.

Sort of reminds me of Vlambeer's Wasteland Kings.
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Raku
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« Reply #7652 on: November 02, 2013, 01:30:27 PM »


I like the compact designs of everything. Especially those Advance Wars-esque tanks.
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Geti
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« Reply #7653 on: November 02, 2013, 08:08:51 PM »

08, that is really fabulous Smiley More more refined, more readable gameplay-wise and the added detail is excellent - the thick industrial diagonal lines and wall panels are a fun touch. Get coding ;^)
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08--n7.r6-79.84
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« Reply #7654 on: November 03, 2013, 03:17:55 AM »

@Bonesy, gameplay will be similar too

@Rakugaki-Otoko , yeah, this is what I aspire to :D all the objects need to be compact and neat

@Geti, at first I need to done with all main animations for enemies:

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JLJac
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« Reply #7655 on: November 03, 2013, 04:30:17 AM »

We all have different work flows, but animating everything before starting to code seems kind of off...  Undecided animation/design and behaviour shouldbe connected, right, so maybe it would be better to iterate? First get some grey boxes moving, then designing their appearance, then deciding their attacks, etc etc... ?
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08--n7.r6-79.84
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« Reply #7656 on: November 03, 2013, 05:27:55 AM »

I'm just artist and can't make code, so I just do what I can do. But actually I already have some prototype with "grey boxes" for testing gameplay -___-
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migrafael
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« Reply #7657 on: November 03, 2013, 05:49:30 AM »

I'm just artist and can't make code, so I just do what I can do. But actually I already have some prototype with "grey boxes" for testing gameplay -___-

Just an artist??? GAMEMAKER! That's how I learned to code (barely and poorly). Still, if it's good enough for Vlambeer it's good enough for me!
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On STEAM ยป
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« Reply #7658 on: November 03, 2013, 06:16:15 AM »

I'm just artist and can't make code, so I just do what I can do. But actually I already have some prototype with "grey boxes" for testing gameplay -___-

Step 1- Learn to Code
Step 2- Go back to St34l3r
Step 3- $$$$$$$$$$$$$$$$$$
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08--n7.r6-79.84
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« Reply #7659 on: November 03, 2013, 07:15:40 AM »

>GAMEMAKER!
Yeah, I just try it  Evil

>Step 3 - go to KS

fixed   Gentleman

little update:

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