Show Posts
|
|
Pages: 1 ... 24 25 [26] 27
|
|
501
|
Developer / Design / Re: So what are you working on?
|
on: July 27, 2009, 09:47:54 AM
|
if that's the art style of your game and not just a screengrab from some modeling program then it is brilliant.  if it's not then you should make it so.
|
|
|
|
|
503
|
Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
|
on: July 27, 2009, 08:23:00 AM
|
Oh shit! Alright, lets get this devlog going with some concept art. I have some vague ideas of who would oppose our dear i on her quest, these include turrets, and pupbots and gunmen and some vaguely 60's modernist eggseat jetpack dude. And more!  Some notes for self: figure out a colour scheme for the unified enemy forces to make them easily readable amidst our blue-n-white skyscraperland. Also different kinds of attack mechanics. Stuff that hurts you, stuff that can protect itself (shields?), stuff that can push you. More interesting mechanics like EMP blasts to fuck up your hud/vision etc or enemies that can summon other enemies.
|
|
|
|
|
504
|
Developer / Art / Re: Art
|
on: July 22, 2009, 01:25:09 PM
|
Ah, I wish there actually were five of me to help me along with this supersecret indie game I'm supersecretly making here  or would be if a certain spelunking game wouldn't get in the damn way all the fucking time >: | but seriously, thanks for the kind and creepy words. 
|
|
|
|
|
506
|
Developer / Art / Re: Art
|
on: July 21, 2009, 04:00:05 PM
|
thanks guys! alright Caliber9, here's a couple more (older) sketches!   
|
|
|
|
|
512
|
Developer / Design / Re: Think Before You Speak
|
on: July 01, 2009, 09:09:51 AM
|
However, the conversation partner may get bored or get irritated.
More likely the player would get bored first. Having monologue or character reasoning in a chat tree which you could click through to confirm your characters personal understanding of a situation (a la doing an evil deed as a good character but reasoning it away cause it's for the greater good or to infiltrate some organization or whatever) is also difficult because if you can't figure out every possible reason the player might come up with, you risk alienating the player from his character. By not including thinking into the game 'dialogue' you let players fill in the blanks for themselves.
|
|
|
|
|
513
|
Developer / Art / Re: Art
|
on: July 01, 2009, 04:50:27 AM
|
observe the camp quotations of pop culture as this particular piece of lunch break art features panties as seen from below, socks with stripes and for some unfathomable reason, Zero's Z-saber. 
|
|
|
|
|
514
|
Developer / Art / Re: show us some of your pixel work
|
on: June 30, 2009, 01:12:05 PM
|
You're welcome So! Finally got her running! Took forever to iron out those kinks but I think I finally got it pretty smooth. I think she could probably show a little more of her chest when she's twisting her body this way to give some more swing to it? Gonna try it tomorrow. Anyways nitpick the shit out of it, the motion has to be perfect before I draw each frame out properly. 
|
|
|
|
|
515
|
Developer / Art / Re: show us some of your pixel work
|
on: June 30, 2009, 10:27:18 AM
|
I should be mucking about with my own run cycle but I wanted to take a break so I went ahead and tried to do a quick paintover of what I think could be improved on Rooptile, I'm not an animator or anything, just a beginner learning the ropes so I hope that's okay. I fucked something up and the background got imported in as black which lost the lineart and the hair-scales thing on his neck  anyways I made her raise her ass before the jump, makes it more dynamic and jumpy, before with the body staying perfectly rigid it looked more like a stiff hop. Along with that I tried to make her arms move with the jump to give it more strength and emphasis but I messed something up and there's some weird pop when she pulls her arms up and it generally lacks oomph : /  
|
|
|
|
|
517
|
Developer / Playtesting / Re: the underside preview 3
|
on: June 29, 2009, 03:32:50 PM
|
|
I loved the ever-loving shit out of that lovely preview. (btw 8bitar hero is also a very awesome concept and I wish I could play it some day)
here's two things I noticed:
It's been mentioned but it bears repeating, the pauses in dialogue are very clever and add a lot of character and accentuate the ridiculous puns very nicely. Except when you really wanna get over with the dialogue, having seen it before or if you just read too fast. A general skip stuff button would be handy. (Accidentally reading through the IOU letter a second time was an annoying excercise into pressing z and x a lot.)
Also there's no pause feature. I suppose I for inventory pauses the game but before I thought of that I was frantically pressing p and pause and esc while the phone was ringing.
|
|
|
|
|