FoldedPixels
Level 1
|
|
« Reply #80 on: February 15, 2017, 01:32:10 PM » |
|
Finally got the screen recording software to cooperate. Here's one of the buttons in action: The only things left are cutscene work, decorating and adding an NPC or two.
|
|
|
Logged
|
|
|
|
|
|
FoldedPixels
Level 1
|
|
« Reply #83 on: February 25, 2017, 01:23:53 PM » |
|
The level is practically done. It took much longer than I expected. Onto the next one... As for things to showcase: the new addition is an information-displaying panel. I like the decorative lights on the right, though you can only see them for a moment in the GIF.
|
|
|
Logged
|
|
|
|
|
|
FoldedPixels
Level 1
|
|
« Reply #86 on: March 08, 2017, 01:33:51 PM » |
|
I've been adding new enemies and polishing the level design. Most of the mechanics were worked out in the first one, which saves me some time. This one's quite small - which means hard to shoot - so it's best to jump over it.
|
|
|
Logged
|
|
|
|
|
Beyond
|
|
« Reply #88 on: March 12, 2017, 12:21:01 PM » |
|
How is for music in the game? There are probably a couple composers keeping an eye on this (me included).
|
|
|
Logged
|
- You're a short one, but there's a strong look to you
|
|
|
FoldedPixels
Level 1
|
|
« Reply #89 on: March 15, 2017, 01:38:56 PM » |
|
The music part is already in good hands - I know how I want it to sound, but certainly don't feel comfortable enough to tackle it on my own. By the way, I should thank everyone who contacted me about making music for this game - thank you. There's not much to do for this level outside of decorating and testing. I wanted it to feel damaged in comparison to the previous one, without it being completely wrecked, so I added some parts that stick out or have dents in them.
|
|
|
Logged
|
|
|
|
FoldedPixels
Level 1
|
|
« Reply #90 on: March 18, 2017, 02:14:57 PM » |
|
I think I can call the second level finished for now. Onward to level three... Also, I added a falling trap that breaks up into pieces.
|
|
|
Logged
|
|
|
|
|
|
Pixel Noise
|
|
« Reply #93 on: March 26, 2017, 06:23:20 AM » |
|
Yeah! Looks like a deteriorating chip or something. Haven't commented in a while, but I've been following and enjoying the updates
|
|
|
Logged
|
|
|
|
FoldedPixels
Level 1
|
|
« Reply #94 on: March 29, 2017, 01:24:16 PM » |
|
Thanks for the feedback and following. I'm prototyping the design for the next boss. It's hard to do with pixel art-sized graphics (especially with moving parts), so I might try doing some larger scale tests first and convert them later.
|
|
|
Logged
|
|
|
|
|
FoldedPixels
Level 1
|
|
« Reply #96 on: April 05, 2017, 12:50:14 PM » |
|
Posing, animating and tweaking is definitely easier with 3D once everything is set up. Still, I tweak polish things up manually after rendering. 3D -> render -> post-render
|
|
|
Logged
|
|
|
|
io3 creations
|
|
« Reply #97 on: April 06, 2017, 12:47:40 PM » |
|
Overall, I like the style. Reminds me of some of the Commodore 64 games that I played. At first glance, it seems like that the boss has "too much" detail (especially in contrast to the hero). But looking at the previous images where the background has lots of detail, it may work. So, I'll wait to see the boss in action.
|
|
|
Logged
|
|
|
|
|
FoldedPixels
Level 1
|
|
« Reply #99 on: April 12, 2017, 12:45:07 PM » |
|
I managed to get the low-poly cloth to render correctly, including limited palette flat shading. This is a huge time saver given the amount of frames this boss has. The actual animation looks fine, but it requires some timing tweaks in post-processing.
|
|
|
Logged
|
|
|
|
|