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TIGSource ForumsDeveloperArt (Moderator: JWK5)Mockups, 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 2635631 times)
rnlf
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« Reply #9040 on: June 07, 2016, 09:25:32 AM »

Yeah, it's all in the early stages, I'll do some more design work and then start a devlog. Just for the extra humiliation when cancel it in the end  Durr...?
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alvarop
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« Reply #9041 on: June 09, 2016, 08:29:06 AM »

A Zelda-Clone mockup. 16x16px tiles




I've said this in the past but dude, you have acquired some sick pixel art skills since there was a caveman.
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Rat Casket
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« Reply #9042 on: June 10, 2016, 07:19:46 AM »

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MYavuz
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« Reply #9043 on: June 10, 2016, 08:06:35 AM »


.wow.
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SolarLune
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« Reply #9044 on: June 10, 2016, 05:38:57 PM »

Yeah, really nice. Love that reflection on the street.
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Diejay
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« Reply #9045 on: June 11, 2016, 03:59:45 PM »



Small test how 8x8 px (or 16x16 px) tiles in combination with 16:9 aspect ratio could work.

Well isn't that utterly adorable Smiley
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Atnas
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« Reply #9046 on: June 11, 2016, 05:02:28 PM »

These two are rough and WIP in places, but:


I made this mockup a few months back, but decided that I didn't have the time to make a zelda-like in my spare time.


So then I made this mockup because platformers are easier to handle, right? but then scope also creeped, and so now I need to make another mockup -__-

Maybe an arcade game mockup next! And then I'll revisit these. They suffer from the usual "i looked at games and not life as a kid so i dont know how to symbolize reality in a game space" There's a reason there was hidden magic in those 80s and 90s games, i think, and it might have been because the people making them weren't second hand sponges like anyone today is.
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Diejay
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« Reply #9047 on: June 12, 2016, 09:09:03 AM »



Mockup for a low-res platformer I want to make eventually. Your dragon girlfriend gets kidnapped by an evil carpenter and you have to work your way through a metroid-like world to save her.
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08--n7.r6-79.84
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« Reply #9048 on: June 14, 2016, 07:41:54 AM »



Working on transition location (in middle) for "Pocket Kingdom".
« Last Edit: June 15, 2016, 02:04:37 AM by 08--n7.r6-79.84 » Logged

gimymblert
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« Reply #9049 on: June 15, 2016, 01:48:45 PM »



Mockup for a low-res platformer I want to make eventually. Your dragon girlfriend gets kidnapped by an evil carpenter and you have to work your way through a metroid-like world to save her.

can I play the girl friend instead?
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Armageddon
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« Reply #9050 on: June 16, 2016, 05:40:13 PM »





Considering making a Dark Souls meets Hitman GO with procedural dungeons for mobile. I guess turn-based Dark Souls would be lame though. Plus being mobile I probably wouldn't have side/loot rooms like The Binding of Isaac.
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Damian
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« Reply #9051 on: June 17, 2016, 05:13:40 AM »

Atnas, those are pretty damn awesome. I really wish they were games.

Everyone else, great as always.
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SolarLune
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« Reply #9052 on: June 17, 2016, 08:52:21 AM »

Yeah, dude, Atnas and 08, excellent work!
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Xárene
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« Reply #9053 on: June 17, 2016, 08:33:33 PM »

Haven't totally figured out the trees yet...



The trees are strange but very beautiful!
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Diejay
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« Reply #9054 on: June 19, 2016, 06:28:24 AM »



Mockup for a low-res platformer I want to make eventually. Your dragon girlfriend gets kidnapped by an evil carpenter and you have to work your way through a metroid-like world to save her.

can I play the girl friend instead?

That's... a pretty good idea actually! It wouldn't hurt to have a female protagonist for once.
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gimymblert
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« Reply #9055 on: June 19, 2016, 09:39:06 AM »

She is also more readable above the background lol
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aamatniekss
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« Reply #9056 on: June 30, 2016, 10:22:25 AM »

Realized I havent made a 8x8px tileset yet. So I had to do one.


EDIT:Well, I had to make a 4x4 tileset too lol

« Last Edit: July 01, 2016, 01:03:15 AM by aamatniekss » Logged

DragonDePlatino
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« Reply #9057 on: July 02, 2016, 05:06:50 PM »

Mockup for a sidescrolling turn-based roguelike. WIP title is SideHack because I'm terribly uncreative.



I'm not sure how to fill up the background with more details while keeping things reasonable to procedurally-generate. I want my castle tileset to feel "lived in" but it's not quite there yet. The palette's also gone through a million different iterations and I can't find anything I'm satisfied with. Undecided
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Shirsh
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« Reply #9058 on: July 03, 2016, 12:54:54 AM »

I'm not sure how to fill up the background with more details while keeping things reasonable to procedurally-generate.
What about a static-ish background-landscape that will be seen through the windows? And with windows preferred to be be generated closer to ceilings?
and yeah, "Please say this is going to be a game"!
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DragonDePlatino
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« Reply #9059 on: July 03, 2016, 11:19:30 AM »

Thanks for the feedback. I'll probably be adding a parallax background and playing with the windows later.

Alternatively, I might throw out the entire mockup and go with something like this. Reading Atnas' post (fantastic art, by the way) I think I need to start looking more to reality instead of using mockups and tilesets as references. Maybe that'll help me come up with something I'm satisfied with.
« Last Edit: July 03, 2016, 11:25:10 AM by DragonDePlatino » Logged

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