sqrbt
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« Reply #3140 on: December 08, 2014, 02:51:15 PM » |
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Oh wow, JWK5, that's amazing, thank you! As you see I don't know much about this stuff -- which is why I hired a professional artist to do sprites. This makes what dustinaux said quite worrying... Gonna have to think a bit on this one. Still, thank you both
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« Last Edit: December 10, 2014, 05:39:51 AM by sqrbt »
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Rilem
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« Reply #3141 on: December 08, 2014, 03:29:18 PM » |
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I think some contrast tweaking and switching to blob shadows could fix most of your problems. Making the ground texture have less contrast makes the characters and items stand out more. Also makes the image much easier to read. My 2 cents. :p
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Rat Casket
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« Reply #3142 on: December 08, 2014, 04:00:11 PM » |
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Its not your 2 cents if its fact. :I
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The Translocator
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« Reply #3143 on: December 08, 2014, 04:23:40 PM » |
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Its not your 2 cents if its fact. :I
Why not? I have objectively right thoughts sometimes.
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lobstersteve
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« Reply #3144 on: December 08, 2014, 06:01:22 PM » |
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meh... still needs a bunch of tweaking..but it was a day full of stupid annoying programming mistakes, so i need to let it go for now, at least in form of this gif^^
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sqrbt
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« Reply #3145 on: December 09, 2014, 01:37:00 AM » |
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Changed contrast and added some hard blob shadows on the urns... better or worse? High res here: http://i.imgur.com/NJ28xc2.gif (~7MB)
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JWK5
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« Reply #3146 on: December 09, 2014, 05:46:34 AM » |
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EDIT: Again with the morning typos...
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Saturator
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« Reply #3147 on: December 09, 2014, 09:50:13 AM » |
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That looks sooo much better sqrbt
One thing that still sticks out to me is that the bricks on the floor still somehow look like a brick wall. Maybe making the texture larger would help so it wouldn't tile so obviously. Dunno if it's just me though.
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sqrbt
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« Reply #3148 on: December 09, 2014, 12:48:38 PM » |
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Thanks guys! @Saturator, I agree - I'm gonna look into changing the ground tiles to something less "tile-y". @JWK5, your illustrations are super helpful and I cannot thank you enough I have improved the debris a lot based on your suggestions and it already looks a ton better!
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JWK5
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« Reply #3149 on: December 09, 2014, 03:50:16 PM » |
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lame joe
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« Reply #3150 on: December 09, 2014, 03:55:52 PM » |
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added an idle animationnnnnnn
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Canned Turkey
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« Reply #3151 on: December 09, 2014, 09:33:38 PM » |
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added an idle animationnnnnnn When is this coming out?!?
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SeanNoonan
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« Reply #3152 on: December 09, 2014, 11:55:41 PM » |
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Starting to get somewhere with the Jack B. Nimble Christmas update: Not sure if it needs anything else or if it's too busy already...
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« Last Edit: December 10, 2014, 12:03:58 AM by SeanNoonan »
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Geti
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« Reply #3153 on: December 10, 2014, 02:10:58 AM » |
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its definitely busy, and its hard to read at a glance if the lights are on or have been whacked, I guess they're always on when you come up to them but could still be nice to add a background "halo" around them in some light colour.
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lame joe
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« Reply #3154 on: December 10, 2014, 02:47:33 AM » |
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added an idle animationnnnnnn When is this coming out?!? Next year sometime. Might do a devlog soon but idk
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JWK5
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« Reply #3155 on: December 10, 2014, 04:46:20 AM » |
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Canned Turkey
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« Reply #3156 on: December 10, 2014, 10:56:29 AM » |
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added an idle animationnnnnnn When is this coming out?!? Next year sometime. Might do a devlog soon but idk You will start a devlog
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RareSloth
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« Reply #3157 on: December 10, 2014, 11:02:24 AM » |
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A wabbit.
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Our mobile games: Yukon Warrior | Furdemption | King Rabbit
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Alec S.
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« Reply #3159 on: December 10, 2014, 02:07:15 PM » |
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Added a chain lightning gun to Ninja Outbreak. It doesn't deal damage, but it stuns enemies, giving you a chance to escape.
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