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121
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Developer / Art / Re: show us some of your pixel work
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on: October 08, 2009, 06:24:22 PM
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your arms are going forward with the feet. your arms should not be going forward with the feet. Foot forward, arm back, foot back, arm forward. Maybe that's what looks off to you? When I cover up the legs the head movement doesn't look so bad.
 ^_^' I actually told myself I wasn't going to do that before I started the animation. Thanks dude.
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122
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Developer / Art / Re: show us some of your pixel work
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on: October 08, 2009, 05:36:05 PM
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  I tried fixing his foot in the idol animation. Also I was wondering how I could fix the running guy's head. I tried to get it to rotate a bit but idk if that's what I want.
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123
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Developer / Art / Re: Art
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on: October 04, 2009, 06:41:00 PM
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 Just some real quick fun. Moar Plox.
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124
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Developer / Art / Re: show us some of your pixel work
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on: October 03, 2009, 06:37:43 AM
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His right foot does something weird when he's facing us.
  New Old Is that better? I think the only problem is that the mid tones should be lighter and the highlights should be fewer. I like the structure of the tree though, reminds me of that movie The Fountain for some reason.
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125
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Developer / Art / Re: show us some of your pixel work
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on: October 02, 2009, 08:07:47 PM
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 I fixed up his arms and feet and I think his body looks a bit smoother. Any other suggestions? I think he looks about done, other than his arms, but maybe color may help. Thanks guys.
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127
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Developer / Art / Re: show us some of your pixel work
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on: October 01, 2009, 06:20:16 PM
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 I outlined the rest of his face and got rid of that shine thing in his hair, I think he looks better. Thnx guize. *gets back to work* Personally, I thought the shine gave him character. After looking at him or so long he ended up looking like Mandark from Dexter's Lab, but I'll mess around with the shine some more.
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129
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Developer / Art / Re: show us some of your pixel work
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on: September 30, 2009, 07:37:42 PM
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With. Makes the head exist. Wait, why does the head have no outline, anyway?
I erased it so I could work on the glasses and I didn't want to make him look like he was baled.
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131
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Community / Adult/Educational Compo / Re: Edmund [NSFW & FINISHED]
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on: September 13, 2009, 02:43:26 PM
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That was pretty cool. Other then the weird jumping and the mine part, I liked the game. It took me a minute to get the point of the game but the idea is pretty clever. Also I liked that house you can take a short cut through. As for the graphics, I liked the rain effect and the old film effect a lot and how it worked well with the low res graphics.
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134
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Developer / Art / Re: Art
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on: September 05, 2009, 05:29:31 PM
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also my supercool cute awesome girlfriend baked me a cake! AWESOME!Pixelated cake! Then everyone gets the same size no matter what.
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136
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Developer / Design / Re: Getting away from the numbers game
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on: September 04, 2009, 07:18:20 PM
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I guess what I'm saying is I don't know what you mean by "traditional."
Shit, I don't know what traditional is anymore either. You have the old school Western RPGs like Never Winter Knights, Bards Tale, and Eye of the Beholder. Then you have the Japanese traditional games like Dragon Quest. Then there is Final Fantasy which is in some regards traditional... Then when you look at the box, MegaMan Legends is an RPG... Shit dude I'm confused.
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137
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Player / General / Re: Finding Time
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on: September 03, 2009, 07:49:24 PM
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Oh my god! I feel you dude. Try having to meet with other people who also have school, work, family, friends, and chores. Finding time when I'm free and they are free is like finding a time where the all of the planets align.
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138
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Developer / Design / Re: Corpses!
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on: September 03, 2009, 07:30:21 PM
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Oh, I'd like to bring up Ninja Gaiden 2. Those stupid werewolfs would start throwing parts of dead bodies at you! I thought that was pretty interesting.
Also in Halo 3 you had to burn the bodies of the dead so the flood wouldn't try to infect them. I thought that was a neat idea, but if that was in a horror game that mechanic could play a really different part. In Halo 3 it's just a passive thought, "... oh shit gotta burn some bodies." In a horror game it would be more like, "Oh shit! I gotta burn some bodies."
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139
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Developer / Design / Re: Getting away from the numbers game
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on: September 03, 2009, 07:22:34 PM
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I guess what people are responding to here is that if you remove the role of numbers in an RPG, it wouldn't really be an RPG (at least in the conventional sense) anymore.
I agree with you. I wonder how many video gamers have played traditional games like D&D for instance. That game doesn't have to be all about numbers. It can just be about social interaction and chance if you let it... But I haven't really seen that done a lot in the vidja.
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140
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Developer / Design / Re: Getting away from the numbers game
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on: September 03, 2009, 07:18:57 PM
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What if instead of "boring" to "not boring" what if the choice is HELPFUL and NOT HELPFUL. For instance, you are playing an RPG where you recruit your party members in a bar. You can get to know the tavern goers and say you pick a strong guy. This strong guy can be a complete anti-social douche or a drunk. He could just be that guy who attacks a party member every now and then or maybe he doesn't talk that much.
What if your party didn't work with you all of the time? What if your party kept items for them selfs? Withheld information? That could be interesting.
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