DoomCube
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« Reply #27620 on: August 10, 2014, 02:10:11 PM » |
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Here is a random character design from a game I hope to work on in the future.
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unseven
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« Reply #27621 on: August 10, 2014, 02:32:37 PM » |
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some Chasm artwork: I don't like the bonfire, so I made another one:
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poe
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« Reply #27622 on: August 10, 2014, 03:09:51 PM » |
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Dark Souls Chasm crossover?
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eigenbom
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« Reply #27624 on: August 10, 2014, 06:09:47 PM » |
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A chrome-guy
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DanFessler
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« Reply #27625 on: August 10, 2014, 08:24:18 PM » |
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some Chasm artwork:
Is this Slyms works? Are you working also with Chasm?? Vast majority is mine with the following exceptions: Character, UI, and fire are Glauber. (or is the main character Slym's work? That was before I joined) Some of the leaves (not all) are copied from another environment Slym worked on. I think it's the lack of highlighting on the edges of the "strips" of bark near the center. yea. bad edit but it should look less backlit Great catch guys, you're totally right. When I get some time I'll try to address this.
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eigenbom
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« Reply #27626 on: August 10, 2014, 08:34:18 PM » |
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Some 24 killers fan art. And also my chrome got paged, so hyar:
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skittlefuck
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« Reply #27628 on: August 11, 2014, 06:14:22 AM » |
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Here is a palette comparison between these since this was my main reference http://retinaleclipse.com/treepalettes3.png and if anyone is interested. It turned out okay I think, feel free to offer opinions on what you think could be changed or whatnot.
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« Last Edit: August 11, 2014, 12:11:02 PM by skittlefuck »
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jtfjtfjtf
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« Reply #27629 on: August 11, 2014, 08:06:57 AM » |
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ive been makin really slow progress on this That's a lot of Pythons!
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Scut Fabulous
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« Reply #27630 on: August 11, 2014, 11:32:41 AM » |
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Gorgeous. Thumbs-up to Quarry's contrast edit.
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surt
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« Reply #27631 on: August 11, 2014, 12:22:55 PM » |
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...A low tile count should also make level generation easier... Gorgeous. I prefer the less blocky path of the older and I don't feel the blockyness really fits with the exquisite softness of everything else in the mockup. More irregular borders on the path tiles could help, but probably break up the diagonals even more.
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Sik
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« Reply #27632 on: August 11, 2014, 01:20:52 PM » |
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Not necessarily final, it's likely I'll probably tweak the head movement (heck, this was made by reusing chunks from other sprites), but anyway: What name (ID, whatever) would you give to an animation like this? Because "eww" doesn't cut it (I named it like that because that's her reaction in the cutscene where it appears, but probably needs a name describing the proper action). EDIT: just to make it clear, she isn't saying "no", she's shaking her head to get out the smell. Think of what Sonic does when he emerges from the water at the beginning of the first level in Sonic Spinball.
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standardcombo
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« Reply #27633 on: August 11, 2014, 01:35:51 PM » |
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headshake?
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Sengi
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« Reply #27635 on: August 11, 2014, 02:58:24 PM » |
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Catghost
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« Reply #27636 on: August 11, 2014, 03:01:38 PM » |
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nice animation
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jtfjtfjtf
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« Reply #27637 on: August 11, 2014, 03:56:56 PM » |
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Not necessarily final, it's likely I'll probably tweak the head movement (heck, this was made by reusing chunks from other sprites), but anyway: What name (ID, whatever) would you give to an animation like this? Because "eww" doesn't cut it (I named it like that because that's her reaction in the cutscene where it appears, but probably needs a name describing the proper action). EDIT: just to make it clear, she isn't saying "no", she's shaking her head to get out the smell. Think of what Sonic does when he emerges from the water at the beginning of the first level in Sonic Spinball. Yucky
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SolarLune
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« Reply #27638 on: August 11, 2014, 05:32:25 PM » |
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Well isn't that something like the saddest thing ever. Slick animation, yeah!
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BomberTREE
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« Reply #27639 on: August 11, 2014, 06:19:59 PM » |
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-insert gif-
my heart.. Does this mean the dog made the jump in that last image?
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