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879784 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 11:56:43 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 808596 times)
Claw
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« Reply #5085 on: June 15, 2012, 07:40:55 AM »

Ha ha, thanks. I always want to do 2D in 3D worlds, but maybe pure 2D is a fine way to go, as well.



I might need to make a game out of this - I really like the tiles and style.

EDIT: Gah, that stray pixel at the left. NOOOooOOoOooOo!

Not to say your 3D stuff isn't awesome, because it is. Just meant it was interesting to see it from a different perspective Grin

Also, this picture is sweeeeeeeeeet. It's making me think of the ice cavern bit in Zelda: OoT.
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Bjoern the Smexy
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« Reply #5086 on: June 15, 2012, 09:55:15 AM »

Sooo, hi guys, I'm new here but I hope nobody rips me apart for that.
Anyway, this is what I wanted to show:


The most important stuff first:
This mockup is full of templates. Especially the characters, which are actually from King of Fighters 13, and the background, which is a random photo of some dance floor I found via Google. I just used these as placeholders. So don't praise me for "amazing sprite work" or anything that I didn't do (yet?) Wink
Some graphics are subject to change, obviously, but the basic layout will be what you see here.

What you see here is a GUI mockup for a 1-on-1 fighting game idea called "Strikestra" I had for years now and I hope to see it come to fruition someday.
This screen may look like any other fighting game out there. The small twist with this game is that characters aren't fighting with hands and feet or weapons, but with music instruments.
Imagine some kind of casting show (like American Idol etc.) where people perform musical acts WHILE beating their face in. That's the basic premise of the game.
Fighting game terms (like Combos, Power Bars and Special Moves) are changed to fit the musical theme of the game (Combo-Hits are "Notes", Combos themselves are "Melodies", Power Bars are "Note Charts" and consist of "Beats" that are filled with enough "Notes, etc.).
Combo names are also obviously named after famous composers of the olden days (as you can see with the "Straussome!!!" text below the combo counter).
Music plays a big part in the game (sadly I am currently unable to say much about that, not because I don't wanna say it but I wouldn't know how to describe it in English right now, sorry).

I think I have said everything I can for now, I hope I didn't forget something.

So...yeah, tanks for any criticism, positive or negative. Smiley
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7Soul
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« Reply #5087 on: June 15, 2012, 03:45:59 PM »

Quote


Hey I just say this at PJ ^^ reminds me of the ice cave from pokemon crystal
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i-kari
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« Reply #5088 on: June 16, 2012, 10:50:25 AM »

SolarLune: those are awesome.
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Medevenx
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« Reply #5089 on: June 16, 2012, 05:38:25 PM »

Solar those remind me of my dick, which is also visually pleasing
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Kevin
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« Reply #5090 on: June 16, 2012, 06:01:02 PM »

Solar those remind me of my dick, which is also visually pleasing

Funny, they reminded me of erections. By giving me one.
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SolarLune
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« Reply #5091 on: June 16, 2012, 06:32:46 PM »

@i-kari - Thanks. I was thinking of your knight game when I was making this. I liked the 'square' graphic style that you had.

@BJoern the Smexy - Nah, nobody will rip you apart. I'd say the numbers above the beats need to be solid and not additively blended, so that they'll be more obvious. The speaker system behind the top numbers need to be more obvious, I think, and the life bars feel a little 'plastic-y' with the shine. I think that rather than additively blending the beat bars, you could add a dark background behind them to draw the eye to them.

I like the music-based fighting idea, though. Nice!
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Kramlack
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« Reply #5092 on: June 16, 2012, 09:55:18 PM »


Click for 2x.

Not a full mock, but a test of some tiles I'm working on for a game JMickle and I are making. I keep using SolarLune's character because? Big props to Ashkin who's earlier mock inspired me to make this.


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Ashkin
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« Reply #5093 on: June 16, 2012, 10:06:42 PM »

Supersex, Kram <3
The treetrunks don't make a lot of sense, maybe get rid of the black line down the middle? I haven't the slightest idea what the purple things are, and the treasure chest could use some tweaking, I think.
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Kramlack
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« Reply #5094 on: June 16, 2012, 10:10:00 PM »

Yeah, I was sort of torn on the tree trunks, I'm working on the trees throughout the rest of the night I think. The black line was used to show some kind of seperation of the roots, but. . . Also, the purple guys are slime monsters.
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Ashkin
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« Reply #5095 on: June 16, 2012, 10:22:56 PM »

Those are not good slime monsters.
Maybe if they didn't have a chunk out of them in the lower left- otherwise, are they supposed to just be a neck and head or something rising from the ground?
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Kramlack
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« Reply #5096 on: June 16, 2012, 10:34:46 PM »

Yes.
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Ashkin
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« Reply #5097 on: June 17, 2012, 01:23:43 AM »

Make the neck expand at the bottom slightly to slow the slime oozing outwards?
If I had my laptop I would make an edit or something :c
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zez
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« Reply #5098 on: June 17, 2012, 10:05:11 AM »



Possible layout for equipment menu in the game Im working on... Ignore the transparency levels and general blurryness, I halfassed that part. The sidebar is (more or less) there and works for selecting stuff in game, but I dun really have a good sense for what sort of layout this part should have...

Does it work? Any better ideas layout wise?

Some notes!

1.This game is a graphical browser based rougelike, and all equipment is dynamically generated.

2.There is (currently) no upper threshold for inventory space. Eventually there will be, just for the sake of server space, but it will likely be pretty large.

3.I only need the menus too work with one character, you will have up too a 4 character party, but as far as character building goes you only have control of one (The rest are other players characters, who gain XP from being in your party, but are managed by someone else.)
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SolarLune
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« Reply #5099 on: June 17, 2012, 10:55:08 AM »


Click for 2x.

Not a full mock, but a test of some tiles I'm working on for a game JMickle and I are making. I keep using SolarLune's character because? Big props to Ashkin who's earlier mock inspired me to make this.

Because he's awesome? Ha ha, just kidding.

I like the art in general - the trees seem fine to me. I think animating the slimes would help to make it less weird looking.

@zez - It's alright, but I think you should use icons instead of buttons for the positional equipment (head, hands, etc.). It's kind of hard to see the layout with the transparency, but the positions don't look that bad so far.
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