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TIGSource ForumsCommunityDevLogsThe game formerly known as Chroma
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SolarLune
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« Reply #120 on: July 07, 2012, 10:13:21 PM »

I like the new character, as well. I think it makes him look different - maybe Dusty's right, though. Maybe if he's lighting something up, for example, he can turn completely opaque. Anyway, great work!
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BomberTREE
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« Reply #121 on: July 07, 2012, 10:45:47 PM »

 WTF That gameplay, holy wow.
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Lexonite
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« Reply #122 on: July 07, 2012, 11:48:29 PM »

I like the robotic/bulb look of the new character- it offsets with the shadow-spirit thing more-so now.
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Claw
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« Reply #123 on: July 08, 2012, 12:15:31 AM »

I like the new character, as well. I think it makes him look different - maybe Dusty's right, though. Maybe if he's lighting something up, for example, he can turn completely opaque. Anyway, great work!

Yeah I agree. I've made the filament in the middle brighter in game and applied a glow (accidentally to his whole body); it's looking better but I think the bulb part should glow and be more opaque as you said.

It's so fiddly trying to get it to look right Tongue

Cheers for the comments guys!

EDIT: May as well show you what I'm at with it currently:

« Last Edit: July 08, 2012, 12:27:42 AM by Claw » Logged

happymonster
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« Reply #124 on: July 08, 2012, 12:39:15 AM »

Super duper!

I'm not sure about the pixel on his right leg (north east of his foot). It looks a little odd with the grey pixel directly above.
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Claw
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« Reply #125 on: July 08, 2012, 12:44:40 AM »

Aha, I keep forgetting to change that, thanks for reminding me! I think I accidentally made the normal on that one pixel directly downwards or something Tongue

EDIT: Fixed it:

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happymonster
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« Reply #126 on: July 08, 2012, 01:15:57 AM »

Ah yes! Smiley

Still want to see subtle colours everywhere, but I'll live..  Grin
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Claw
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« Reply #127 on: July 17, 2012, 04:26:51 AM »

Feels like ages since I posted anything - here's some vines:



I'm off work ill at the moment so took the chance to get the vines mapped out a bit better than I had them + polished up the art for them.
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melos
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« Reply #128 on: July 17, 2012, 06:17:48 AM »

Perhaps once you feel better you should "be sick" for a few more days... Smiley

NICE VINES BTW.
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play hydlide 2
PypeBros
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« Reply #129 on: July 17, 2012, 07:14:53 AM »

"a boy and his shadow", if I correctly guessed from your page 1 video ... great concept.
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SolarLune
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« Reply #130 on: July 17, 2012, 07:29:30 AM »

Nice vines. I was thinking that it would be cool if you had little dust particles floating about - that might help out ambiance, especially with the lighting system.
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Claw
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« Reply #131 on: July 17, 2012, 08:08:19 AM »

There is actually already dust particles floating around in the air Solar Grin Pretty tough to see on youtube vids though. But also on that same note, probably gonna make dust come off the floor as you walk too but not got round to it yet - along with this I'm gonna have different sounds for materials you stand on, figured it'd be easier to do the particles after the sound bit (no concept of materials implemented in game yet).

Cheers  Coffee

Thanks PypeBros Smiley

Thanks Seagaia, even though I've been sick for a few days (all weekend too) I pretty much carried on with game development, it's just 'real' work I avoided Grin probably back to the dayjob grind tomorrow though.
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jmcmorris
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« Reply #132 on: July 17, 2012, 10:57:23 AM »

It is good to see some additional colors. Since the vines are green you may want to change the chest color (red? gold?) for some contrast. Or did you intentionally make them the same color for some reason?

Regardless, looking good! I always am pleased to see this pop up at the top of the devlogs with updates.
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Ant
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« Reply #133 on: July 17, 2012, 11:25:21 AM »

God this is looking so bloody good. Hand Thumbs Up Right

I really like the greys + accent colour. Maybe have a different accent for light/dark characters? Could be useful for extras puzzles, such as making it hard for one character to see platforms while the other can.
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happymonster
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« Reply #134 on: July 17, 2012, 11:28:30 AM »

I like the vines too, although the green looks a bit too artificial. Have you tried more of a bluish or yellowish tint to it?
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Claw
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« Reply #135 on: July 17, 2012, 11:38:55 AM »

It is good to see some additional colors. Since the vines are green you may want to change the chest color (red? gold?) for some contrast. Or did you intentionally make them the same color for some reason?

Regardless, looking good! I always am pleased to see this pop up at the top of the devlogs with updates.

Thanks! The colors being the same is intentional Wink

God this is looking so bloody good. Hand Thumbs Up Right

I really like the greys + accent colour. Maybe have a different accent for light/dark characters? Could be useful for extras puzzles, such as making it hard for one character to see platforms while the other can.

Thanks, the light and dark chars actually have different colour impacts on the world, shadow being a pure grey scale on the base world while the light version has a palette applied Smiley The difference is subtle, but easier to notice in game when you make the switch.

I like the vines too, although the green looks a bit too artificial. Have you tried more of a bluish or yellowish tint to it?

Cheers for the feedback - I agree, the colour seems a tad off in that pic. I've had a play with the saturation and contrast on the vines and got it a little nicer. Still work to be done with this scene but it's a lot nicer than it was this morning now Grin

Thanks for all the feedback guys Smiley

EDIT: Some images aren't appearing for me at the moment, all hosted via drop box so if you can't see them either it's a problem on their end or I've boned my usage limits Grin

DOUBLE EDIT: Here's another shot -
« Last Edit: July 17, 2012, 11:56:00 AM by Claw » Logged

Franklin's Ghost
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« Reply #136 on: July 17, 2012, 03:14:13 PM »

As always that's lovely. Any plans for a new video?
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knotty spine
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« Reply #137 on: July 17, 2012, 06:28:21 PM »

New character design is  Hand Money Right.
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Animating something like this >> Outraged << would take hours, maybe even days of work.
Claw
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« Reply #138 on: July 17, 2012, 11:42:33 PM »

As always that's lovely. Any plans for a new video?

I'll put up a new vid soon, I'm gonna demo part of the game at a jam in about 2 weeks and get some feedback before that though. Specifically wanting to get opinions on this scene I'm showing screen shots of at the moment in full animation.
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shao
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« Reply #139 on: July 18, 2012, 01:15:10 AM »

This grass is very good, in general the atmosphere is very good, however I think something does not fit the character, the character off light, perhaps could give another meaning to the light, for example could be a man in a state of depression the light indicates the hope out of it, the light may decrease and thus their hope, so the difficulty would increase, this would indicate that the character is losing hope and progress becomes more difficult.

Although perhaps involves a redesign of many sections of your program.

Well, maybe something you can serve the idea.
« Last Edit: July 18, 2012, 01:27:36 AM by shao » Logged

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