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1411316 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 04:45:06 AM

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201  Community / DevLogs / Re: Grotto Quest (working title) on: April 11, 2013, 03:18:39 PM
I just realized...The name is a parody of Cave Story.
202  Community / DevLogs / Re: THROWMAN (a collaboration between blademasterbobo and john sandoval) on: April 11, 2013, 01:02:29 PM
The solid shadows look way better, although they should be a bit darker IMO.
203  Community / DevLogs / Re: Human Passage on: April 10, 2013, 06:53:43 PM
ask for $100,000.  don't forget the stretch goals!
204  Community / DevLogs / Re: Human Passage on: April 10, 2013, 05:35:14 PM
umm when is the kickstarter coming?
205  Developer / Art / Re: show us some of your pixel work on: April 05, 2013, 11:18:57 AM
206  Community / Townhall / Re: The Great Escape on: April 03, 2013, 07:32:18 AM
The Announcements section would've been more appropriate.
207  Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer on: March 24, 2013, 05:03:59 AM
I won't have any updates for a while, as poe and I are forming an actual team for the game.  I've been doing the art for Six Sided Sanctuary, and I thought it'd be awesome to work on other projects together, Traversia being one of them.

He also liked the idea, so we're going to start the process of moving the game over to XNA from Game Maker: Studio.  There isn't a whole lot to the game so far, which will make it easier to move over.  The game is going to be a lot more promising now that there's an actual programmer working on it as well.

Anyway, not sure when we'll be ready to post some actual updates, but it probably won't be until mid April at the least.
208  Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer on: March 22, 2013, 10:20:28 AM
Yeah, the hand obviously isn't anatomically correct 100%, mainly the thumb.  I'll try curving the thumb a bit more down, so the index finger is shown "above" it (Vertically, not depth-wise).

It's also supposed to look like it's curved a bit back, but it's hard to convey that with the lighting/shading.  I can't detail the shading too much, or it'll break the style, but then it looks like the hand is just laying flat.
209  Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer on: March 22, 2013, 10:13:03 AM


Work in progress of the overworld.  It's styled like a map drawn on a musty old piece of paper, as seen above.  It's blank now, as I haven't drawn the areas yet, but they won't show up until you actually get to them in-game, anyway.

The actual cursor for the area selection will be his right hand's index finger, but I still have to draw that.  There will be a few "secret" things involving the overworld map as well.
210  Community / DevLogs / Re: Dying Sun on: March 20, 2013, 08:24:44 AM
I didn't mean skinny/fat of course.  But the 1-pixel arms/legs, and how the legs are so far apart (Like in Superbrothers).  It's a style of its own now, but it's not one that I want to see more and more developers adopting TBH.
211  Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer on: March 20, 2013, 08:02:07 AM
Thanks for all the feedback!

Right now, I'm brainstorming ideas for certain design aspects of the game.  I came up with some weapon ideas, and I think they'll work really well with the game.  One is a flyswatter, which is just a basic melee weapon.  The other is bugspray, which is a basic ranged weapon.

The weapons/items you find and use in the game will all be common items that one might keep in a fanny pack (Or at least along those lines), as I want to make the fanny pack the player is wearing his inventory.

I'm also working on the overworld design, which will look like an old crinkled map when you're selecting an area from it.
212  Community / DevLogs / Re: Dying Sun on: March 20, 2013, 07:56:54 AM
Not to sound rude, but that "thin" character style is getting really old.  It was cool in Superbrothers, but it's just being overused now IMO.

Also, the last image looks, well, awful.  You have a mix of "real" art (The background with the "realistic" clouds), small pixel style (With a lot of added noise), and big pixel style (With gradients), and it just looks bad.

Now, if you did something like the very first image, it would be a bit better.  Mixing two styles isn't really a problem, and it works well there, but when you just have 3 completely different art styles on one screen, without mixing them at all, it's bad.  The UI looks pretty good though, especially the map thing.
213  Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer on: March 18, 2013, 12:39:44 PM
Well, it's definitely not going to be as extremely open and intricate as FEZ's world is.  The puzzles won't be as cryptic either (Not that it's a bad thing...It just doesn't suit the style of Traversia).
214  Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer on: March 18, 2013, 11:15:35 AM
Meant to update a while back that I found a pixel art animator.  Welcome siskavard to the Traversia team!

He's done a few awesome animations already, with many more to come!
215  Community / DevLogs / Re: Terra Incognita on: March 12, 2013, 11:45:05 PM
Another reason you might want to consider switching from Terra Incognita is this: http://www.kickstarter.com/projects/terraincognita/terra-incognita-a-retro-inspired-rpg

It's been getting quite a bit of publicity on gaming-related sites, especially since the announced that the game will be coming to the Wii U.

If I were you, I'd consider changing it to avoid confusion in the future.
216  Community / DevLogs / Re: Screenshot Saturday on: March 02, 2013, 01:23:33 PM

New main character for Traversia.  He's a lazy, washed-out guy in his 50s who goes on a "space vacation," but ends up crashing down on an unknown planet.

You can find the devlog through the image in my signature, or follow me on Twitter (https://twitter.com/Forstride) for more frequent updates on the game.
217  Hidden / Unpaid Work / Re: [WANTED] [PROFIT-SHARE] Pixel Art Animator on: February 27, 2013, 10:31:35 AM
Looks a lot better.  Now, the actual sprite is 17 pixels high.  This isn't a huge problem, but the player's head would appear inside ceilings if he was in a 16 pixel-high tunnel, for instance.
218  Hidden / Unpaid Work / Re: [WANTED] [PROFIT-SHARE] Pixel Art Animator on: February 26, 2013, 11:49:13 PM
Yeah, it's more like an awkward skip than a normal walk.  The fluidity of it is good, but he just has a really weird stance.
219  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 26, 2013, 04:34:11 PM
@rickardwestman: I'm normally not a fan of "overly-surreal" stuff, but your work is just sooooooooo good.  Keep it up!
220  Hidden / Unpaid Work / Re: [WANTED] [PROFIT-SHARE] Pixel Art Animator on: February 26, 2013, 11:19:32 AM
-snip-
That looks a lot better!  Works nice in-game as well.

I'll wait to see Sajextryus's walk cycle before deciding on who to bring on board.  If you want to, though, you could also do an animation of this bird flapping its wings:



The more examples, the better!
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