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877469 Posts in 32867 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 02:46:40 PM
TIGSource ForumsDeveloperCreativeArtMockups, 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 803474 times)
i wanna be the guy
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« Reply #4125 on: December 17, 2011, 10:25:11 AM »

It's like a Bastion demake
I... what?
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Xion
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« Reply #4126 on: December 17, 2011, 12:07:48 PM »

For the longest time the third image wasn't loading so I thought arma was talking about the first two, which makes no sense. The tiles on the third one do look a little bastionesque...I guess...but yeah that's about it.
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Armageddon
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« Reply #4127 on: December 17, 2011, 06:19:43 PM »

The colors and those small tiles remind me of Bastion is all.



Maybe not? Shrug
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J. R. Hill
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The perfect farmer's tan.


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« Reply #4128 on: December 17, 2011, 06:58:36 PM »


KAG related lighting mockup.

Essentially every player has their own faint "FOV" light as well as the lights created by actual light sources. If the player is inside a light source, their FOV light doubles in radius, giving a good reason to carry a lantern around even though they compromise your position.

@Jason: I agree with happymonster, your green is a little too eye-rapey to be used everywhere. Maybe for highlights on trees, but not for all of the grass Wink
Archer is about to be totally ninja.
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saibot216
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« Reply #4129 on: December 17, 2011, 07:30:26 PM »



Main menu mock-up for Sushi-Robo. Cross posting ahoy!

That pixel work is pretty awesome!
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i wanna be the guy
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« Reply #4130 on: December 17, 2011, 11:26:58 PM »

The colors and those small tiles remind me of Bastion is all.

[pic]

Maybe not? Shrug
naw, i see what you're talking about now but when you mentioned it I really didn't see any connection
like the only possible similarity i could think of was the palette and that hardly seems like enough to relate it to a game
Just Me Being Dumb
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08--n7.r6-79.84
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« Reply #4131 on: December 19, 2011, 05:11:15 AM »

It's like a Bastion demake, but why are the tree and dirt shadows 2x wide and everything else is normal? Also windows look strange.

Bastion is one of my main references
I don't know why :D Just for experiment maybe

For the longest time the third image wasn't loading so I thought arma was talking about the first two, which makes no sense.

:D


naw, i see what you're talking about now but when you mentioned it I really didn't see any connection
like the only possible similarity i could think of was the palette and that hardly seems like enough to relate it to a game
Just Me Being Dumb

as i say to Armageddon - Bastion is REALLY one of my refernces ^__-
btw - i love your works, man :3
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Geti
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« Reply #4132 on: December 19, 2011, 06:38:35 AM »

Archer is about to be totally ninja.
Pretty much, if only we werent using such obtuse rendering code converting from that mockup to in-game would be a breeze. It's proving harder than expected to render the lightmap only onto the foreground.
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r0ber7
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« Reply #4133 on: December 19, 2011, 01:03:39 PM »

Pretty much, if only we werent using such obtuse rendering code converting from that mockup to in-game would be a breeze. It's proving harder than expected to render the lightmap only onto the foreground.

I've run into that same problem. Haven't thought of an appropriate solution yet. :/
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J. R. Hill
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« Reply #4134 on: December 19, 2011, 05:55:46 PM »

Archer is about to be totally ninja.
Pretty much, if only we werent using such obtuse rendering code converting from that mockup to in-game would be a breeze. It's proving harder than expected to render the lightmap only onto the foreground.
Are you making it as an extension of the ground-fog system?
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Geti
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« Reply #4135 on: December 19, 2011, 07:43:39 PM »

Are you making it as an extension of the ground-fog system?
Potentially as a replacement. The current one is based on a vertex map. if we had a few pixmaps that we could separately composite, that'd be ideal and simple. I'll see if I can find time to whip that up around making animations and blacklists and fixing bugs..
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peanutbuttershoes
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« Reply #4136 on: December 20, 2011, 01:08:43 AM »



Main menu mock-up for Sushi-Robo. Cross posting ahoy!

That pixel work is pretty awesome!

Zero Pixel Work Tongue

I drew it with the brush tool in photoshop in high color then exported the gif with a low-color palette and pattern dithering.
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Smilecythe
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« Reply #4137 on: December 22, 2011, 03:49:36 PM »



So you play as english theoretical physicist and cosmologist suffering from motor neurone disease. Gameplay focuses on the actual feeling of having to select words and actions with your movements using your equalizer device. Speak your wisdom, make your wheelchair jump or shoot missiles! Browse different actions from your bindings and get confused where is what during the moment of panic. Now speed up into the midst of wilderness and wipe out those flexible contortionists out of jealousy!
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anonymous
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« Reply #4138 on: December 24, 2011, 06:03:52 AM »

^ Corny Laugh


scavenge - throw things at stuff - rebuild earth #2012.
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farik
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« Reply #4139 on: December 24, 2011, 09:41:16 AM »



So you play as english theoretical physicist and cosmologist suffering from motor neurone disease. Gameplay focuses on the actual feeling of having to select words and actions with your movements using your equalizer device. Speak your wisdom, make your wheelchair jump or shoot missiles! Browse different actions from your bindings and get confused where is what during the moment of panic. Now speed up into the midst of wilderness and wipe out those flexible contortionists out of jealousy!

who what that's incredible.
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