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141
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Player / General / Re: TIGger food
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on: February 24, 2009, 11:33:48 AM
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I still say this thread is going to end with one of us making some sort of Cooking Mama ripoff.
That aside, I've found that two slices of any kind of bread, plus turkey, cheese and lettuce is always a winning combination. Always.
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143
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Community / Indie Brawl / Re: Indie Brawl: GO HERE TO CONTRIBUTE
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on: February 24, 2009, 09:39:21 AM
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Post it in the items thread- you'll get actual feed back that way.
While the title of this thread may be slightly misleading, this is actually where you're supposed to go to find out what IB needs the most at the time.
That aside, that's pretty darn fancy!
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144
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Community / Indie Brawl / Re: Indie Brawl: GO HERE TO CONTRIBUTE
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on: February 24, 2009, 09:02:53 AM
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Just a suggestion, though this is obviously not the right place for me to make it (and I should be eating lunch so I can get back to spriting for my CockpitCompo entry):
Look at the Xoda Rap thread to look at the colors they've used on her, just to get an idea of how you Noitu's sprite looks in comparison- since these two characters are from the same world but different moments in time, it would be a good idea to look at their colors and sizes to make sure that any edits don't look off.
That is all. Off I go back to spiting cockpit stuff- I'll get back on working on Trilby sprites as soon as I'm done.
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145
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 08:38:32 AM
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  didn't turn out right. Supposed to be the sea. Try animating it? It doesn't look like it'd be glaringly obvious it's not a body of water once animated. I'm not sure I phrased that correctly, but I like the foam's positioning at least.
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146
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Community / Cockpit Competition / Re: MECH-THING
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on: February 24, 2009, 07:56:36 AM
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Will the enemies be simple red forms like that in the final version? I really like the aesthetic of the enemies as they are now.
I'll be VERY amused if the demo comes out and it turns out that the enemies are the white-cloud-shaped things. "WHY OH GOD THERE'S SO MANY WHY OH WHY"
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147
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 06:52:36 AM
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 Time to dust. I'm so sorryEdit: You know, looking at these two, I'm proud that I did them by simply making a bunch of circles with the airbrush tool in photoshop and then tinkering with the pixels in a different layer. Sadly, it looks like I took a FFVI sprite and used it as a base, but I didn't. Curse you, subconscious!
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148
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: February 24, 2009, 06:22:27 AM
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You know, I don't remember if I ever introduced myself, and searching this thread is taking forever.
Just to recap: You can call me Edua. I've been playing games and dreaming of making them since 1993. I'm not prejudiced towards any console or company in particular, and I think of new ideas on a nearly constant basis (regardless of whether these are useful or widely accepted at times) when it comes to gameplay, plots, and songs.
However, I have no composing knowledge, and my programs never satisfy me; I also have no idea how to tell myself when an idea is too big, so I end up juggling hundreds of concepts as if they all had the same importance and difficulty.
Other than that, you can check my Backloggery to find out what kinds of games I've played/play, and googling me may result in lots of crappy/moderately acceptable art. I enjoy sketching in openCanvas very often.
On a current basis: Working on an entry in the CockpitCompo with prof. dead (iconic ghosts), so we'll see if I have a finished game 'fore my birthday (this Friday)
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149
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Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: February 24, 2009, 06:16:51 AM
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I'm curious.
Let's see... "Cogito Machina" and "A Terrible Trip".
The latter was (is?) an unfinished CPBCompo thing, and I know the name is terrible- but that's the way the game was supposed to start off: With a terrible trip.
The former is for the Cockpit compo. In it, plot-wise, are at least two machines that secretly have the personalities of two deceased characters close to their pilots, hence the name 'I Think Machine'.
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150
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Player / Games / Re: Game identification... GAME. =)
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on: February 24, 2009, 05:40:45 AM
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A cockpit in Another World? 0_o With the risk of embarrassing myself, since Another World is one of my favorite games, I don't think there was a single instance of a cockpit over there (only a console for the dimensional device in the intro).
There was indeed a cockpit, in the Colosseum section. It was a cutaway, but it was definitely there  Another World: 
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151
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 05:32:35 AM
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oh wait, I completely misread that sprite. I thought she had acquired shoulderpads or something, and that the chair-feet were an unconvincing pair of ladyfeet.
I now want to see a game with peg-legged armor maids. 
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153
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 04:12:58 AM
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it looks like she's sitting on a bar-stool. Foreshortening entitles you to leave out the feet if you want.
Bar stools don't have back-rests (or whatever those things are called), though... At least, not commonly. But yeah, I see what you mean- it does look like she's sitting on a tall chair.
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154
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 02:59:14 AM
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 Quick doodle, although the outline is obviously impractical unless the sitting state is 'activated' because otherwise the outlines would probably get in the way... You may want to add the legs again, there.
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155
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 02:23:26 AM
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I feel it looks a lot better. I'd have to see her next to some other sprites to figure out exactly what angle this top-down view is in, though, but so long as everyone and everything else in-game is in proportion and at the appropriate angle, I don't think you need to make her shorter.
A test of sorts: Sprite a chair. If you place her in front of said chair and she looks like she's sitting down, you may consider it a success of sorts. If it looks odd, modify her accordingly- most top-down sprites don't have separate "sitting" sprites. Doesn't mean you need to stick to that formula if you don't want to, though.
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156
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Developer / Art / Re: show us some of your pixel work
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on: February 24, 2009, 01:55:19 AM
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2x 4x  Anyone see any problems / got any tips? I was going for a slightly top-down look, but I guess that didn't really work out. The dress kinda throws off the perspective that I was going for. Also tried messing around with different colour schemes and adding an outline too, but i'm finding it hard to draw something i'm happy with.  It might help if, when I redraw the sprite to resemble the shape of the actual made, drawn from a top down perspective, it did not look like here chest is actively attempting to defy gravity and swallow her head- unless you're going for that effect on purpose (re: DoA). That aside, that cleavage could do with one pixel less under the face- I know it's there to produce shading from the head, but it just makes the chest area look awfully weird, as if it were defined TOO well or she had her torso sown together at the midsection. That aside, that plaid skirt does hurt the eyes, Mary Poppins inspired or not.
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157
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Community / Cockpit Competition / Re: Landfall
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on: February 24, 2009, 01:26:29 AM
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It's got chicken legs!
I wouldn't be surprised if another mech-thing came up behind it, climbed it, and united to form a larger thing- it really looks like a set of hips and legs ready for a torso to stick on top of it.
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158
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Developer / Design / Re: What's the Appeal of Cockpits?
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on: February 23, 2009, 07:05:29 PM
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It's better than having inexplicable floating numbers obscuring your vision for no real reason.
"Holy shit oh wait, those numbers are being displayed on screens and dials. Shweet."
Additionally, it makes SOME games easier to play when your perspective is from within the vehicle instead of third-person-ish.
What may seem obscuring and distracting to you may actually make the entire game less obscure and distracting to others (i.e.- "Oh, gee, from inside the vehicle I can actually tell where I'm going to go if I accelerate as opposed to seeing it drift wildly and trying to align it with the free roaming camera stalking me!").
A cockpit's very basic appeal, though, is that it makes you feel like you're really there- as opposed to "well, shit, those numbers floating in my retinas just told me I have 1 freaking hit point left- is that like, less than a pint of blood? Why don't these floating numbers come with some sort of hit point to pint conversion table? also, why am I omnisciently aware of how many grenades I'm carrying all the time? and what's with this crosshair? I'm wielding fists".
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159
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Community / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos)
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on: February 23, 2009, 06:57:17 PM
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Though I'm not a musician, I always thought that Main Menu and Title Screen music would be left until the end so that it could be a medley of the themes (or the original music made for the games without themes) of the games within. Of course, multiple main menu themes are appealing to me on a very basic, raw sense.  
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160
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Community / Cockpit Competition / Re: Lead Ye Bots Redux
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on: February 23, 2009, 10:44:33 AM
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There are a lot of interesting puzzles I can think of due to my extensive and useless knowledge of riddles and cliché "adventurer's intuition moments" knowledge.
For example, to detect doors, you could listen for the wind blowing through the edges/a crack or something.
There's also the possibility of overhearing conversation between guards (assuming there are any) to receive hints or simply to add to the atmosphere. Clanks and such could help aid in detecting approaching enemies and moving away from them. If you have any way to manipulate stereo/surround sound, you could implement something like that, as well.
But maybe that's all too farfetched... I dunno.
Anyway, right, class time. Off I go!
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