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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 1332377 times)
rickardwestman
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« Reply #6380 on: February 28, 2013, 03:28:20 am »

a lot of this can be done using post-processing effects, shaders
displacement maps, offsetting color channels.  I don't know about other languages but actionscript makes its so easy to use filters with bitmaps.  I'm sure a coding buddy could get these in motion for ya.

Yeah me and programmer friend Henrik Flink are currently working on a game. I am sure he can figure things out if needed. He has a great sense for game design too so we make a pretty good team.


I will never be able to art this amazingly.

Yes you hell will! Everyone can learn anything. I wasn't born with any unique ability. I have just been working and exploring a lot. As long as you keep making stuff you will learn and gain from it. Just be passionate about what you do then things will eventially come to you.

Of course I consider myself very lucky to have been able to be in the right environment for learning things. And I have worked with so many different visual things so it kind of blends into everything, concept art, pixel stuff, mattepaintings, illustrations...
Though I spent almost 4 years at a movie company where pretty much every project we worked on got cancelled. So I have probably worked a lot more than the average artist and can't show almost anything from the past 4 years which for me became a good motivator for improving personal projects and starting a two man game company with a fellow friend.

Sorry for forcing my life on you, but hell man, you have every chance to make great things! Just start and keep on going! I'll give you feedback on stuff if you want!

Do you have an idea for a game around that art style?

Not yet really. Obviously these are set in a sidscrolling environment but I have no specific thoughts on what really could be a strong game design behind them. I wouldn't want to do a simple platformer. I myself am very drawn to unique game design or good interesting features. Just to make a reference, ICO, in a lot of aspects we had seen it before, the playable character and the castle and its elements where in essence kind of similar to Zelda OoT or any other puzzle action 3D game. But what added something to ICO was the female character which was a totally new element in those kind of games. So I would probably look for a design like that or something in the line of what J. Blow did with the mechanics of Braid.
Me and Henrik have some future ideas of sidescrolling games but if they will be anything like these mockups I do not know...



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mono
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« Reply #6381 on: February 28, 2013, 11:00:00 am »

Guess what game I'm ripping off.

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Quarry
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« Reply #6382 on: February 28, 2013, 11:05:15 am »

kerb sturr

also I think the stone could get some more work
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mono
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« Reply #6383 on: February 28, 2013, 11:17:19 am »

kerb sturr

also I think the stone could get some more work

I find rock and ground tiles difficult but I will work on it.
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poe
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« Reply #6384 on: February 28, 2013, 12:49:04 pm »

Guess what game I'm ripping off.



Minecraft?

Looks really good, I like the HUD a lot. The 1/4 tiles look kinda weird though, not sure why.
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mono
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« Reply #6385 on: February 28, 2013, 01:09:19 pm »

Guess what game I'm ripping off.


The 1/4 tiles look kinda weird though, not sure why.

It's kind of psuedo 8-bit. Nes games are made up by 8x8 tiles so it makes sense in that way.
I'm also using 8-bit color restriction.
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holy
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« Reply #6386 on: February 28, 2013, 01:17:40 pm »

so what game are you ripping off?
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i make chiptunes and art.
mono
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« Reply #6387 on: February 28, 2013, 01:22:14 pm »

If you can't tell then I wont say haha
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unsilentwill
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O, the things left unsaid!


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« Reply #6388 on: February 28, 2013, 01:35:50 pm »

Quote from: Cave Story

(Click it)

This thread needs more lowpoly. I should make some lowpoly...
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SolarLune
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Hmm.


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« Reply #6389 on: February 28, 2013, 01:55:36 pm »

Guess what game I'm ripping off.



The Underside? (Probably not.)

Anyway, I like the style and color choice for the GUI, but the teal looks a bit odd, and the rocks on the outside look a little bright. Maybe they could be bluer?
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Rat Casket
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TheRabbitInferno
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« Reply #6390 on: February 28, 2013, 01:57:12 pm »

Dont worry, dude. Every game that is currently being made on tig is a ripoff of Cave Story. One more corpse on the pile wont hurt.
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ClayB
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« Reply #6391 on: February 28, 2013, 02:00:55 pm »

I like the rocks being grey actually, uniform palettes are for lame.
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mono
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« Reply #6392 on: February 28, 2013, 02:37:24 pm »

You can do a few things to make the environments really pop. It's useful to distinguish areas. Nicely retro palettes.


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ClayB
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« Reply #6393 on: February 28, 2013, 02:48:58 pm »

last one is the best though I think the metal would look cool as a magenta color
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siskavard
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« Reply #6394 on: February 28, 2013, 03:43:24 pm »

oh my good so god
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mono
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« Reply #6395 on: February 28, 2013, 04:33:39 pm »

Alright, this will have to do for today.

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DustyDrake
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« Reply #6396 on: February 28, 2013, 05:21:46 pm »

If that waterfall doesn't have a secret item in it I will be disappointed.
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poe
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« Reply #6397 on: February 28, 2013, 05:38:29 pm »

That looks awesome! Is the skeleton an enemy or a hero?
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Ashkin
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« Reply #6398 on: February 28, 2013, 08:23:57 pm »

Alright, this will have to do for today.


Yes, good
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holy
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« Reply #6399 on: March 01, 2013, 05:24:13 am »

looks very pretty!!!
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i make chiptunes and art.
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