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262
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Developer / Art / Re: show us some of your pixel work
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on: January 18, 2015, 10:16:08 PM
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Reworking the character select screen for Jack B. Nimble...  Also, kinda failed attempt at a pixel daily today - fucked up the face, any ideas how I could have fixed it?  Thanks  And regarding this, your pixel sizes are all over the place. I'd advise sticking to one scale for the project, as some of those lines are borderline vector art. My two cents for ya 
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265
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Developer / Art / Re: show us some of your pixel work
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on: January 11, 2015, 03:19:53 PM
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A maid-enemy for my game:  Love it! That style is pretty strong - would love to see what kinda backdrop that would be against. Here's my pixel daily for today... 
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268
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Developer / Art / Re: GIFs of games being worked on
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on: January 06, 2015, 05:40:11 PM
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Today's pixel daily:   I made it in Photoshop at a super high frame rate, then found out that gif's only run at lower frame rates, so I had to drop a bunch of frames/slow it down 
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271
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Developer / Art / Re: show us some of your pixel work
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on: January 05, 2015, 12:34:42 PM
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@Sean - Pretty cool. Did you trace over an existing Metal Slug sprite, or sprite it from hand using the originals as a kind of "goal" in terms of proportions?
A mix, I basically took three of the character sprites, took the bits I liked, recoloured, shoved them together, then reworked. I think I ended up with something a little too close to the default character (the one with shades) - if I ever went back to rework it any (for animating) I'd probably thin up the jeans a bit, shrink the shoes and maybe tighten the wrists on the jacket. That's if I use that character for my next prototype (something I have been thinking about).
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272
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Community / DevLogs / Re: Jack B. Nimble - Out now!
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on: January 04, 2015, 06:00:56 PM
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Started working on a new level for the next (and probably final) content update!  And I'm just putting this here for reference - I'm thinking of maybe following Jack B. Nimble with a full platformer...  
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273
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Developer / Art / Re: show us some of your pixel work
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on: January 04, 2015, 05:45:52 PM
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Continuing with the Pixel Dailies thing - I'd like to think I can keep this up   A rework of a Metal Slug character for today's #metalslug theme. I think with a little more work to the proportions this could be the character I use in my next game prototype 
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274
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Developer / Art / Re: show us some of your pixel work
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on: January 03, 2015, 08:55:12 PM
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Tower 57 - Hexapod:
@Sean - Nice work to you as well. You probably want to bump down the number of colors a bit; you're basically getting banding on some parts of the sprite unnecessarily. Agree - I am a bit of a noob and was doing my first attempt studying a style (outside of my fling with the Gameboy last year), so was trying to use a similar number of colours. That said, if you have any specific feedback I'm all ears (eyes?) - would be great to get some help from someone more experienced 
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275
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Developer / Art / Re: show us some of your pixel work
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on: January 03, 2015, 05:29:50 PM
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 Attempted to recreate Jack B. Nimble in the style of Yoshi's Island as part of today's pixel dailies study.  I think I was reasonably successful. There are definitely some issues, but I didn't have much free time today.
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277
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Community / DevLogs / Re: Jack B. Nimble - Out now!
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on: December 16, 2014, 10:54:28 PM
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If you're looking for a good device to get your hands on for development, might I recommend the OnePlus One. It has a lot of developer friendly features, including a built in screen recorder, and the ability to switch between on screen buttons and capacitive buttons. It's rather annoying to get, but it's worth it: https://oneplus.net/Also, the Moto G is still a great device for the price too. Have you looked at porting it to Windows Phone? I know those guys are always hurting for a good new game, instead of getting games that have been out for a few years already. Thanks for the heads up on mobile devices - I'll definitely look into grabbing one in the new year - I was hoping for more of a tablet form factor rather than a phone though. Regarding Windows 8, I did actually have a version on the store, but Microsoft took it down because they weren't happy with my EULA (I was just using theirs). I'll put it back up and expand the version to mobile too, but in the first month of it being available I had around 5 sales opposed to the 500 I had on iOS... there wasn't much drive to keep working on that platform to be honest 
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278
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Developer / Art / Re: GIFs of games being worked on
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on: December 14, 2014, 10:56:37 PM
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Working on tileset and animations for Elontrias:
I think the scale is wonky. Those flowers and that well (in particular) are massive compared to the guy. That well could hold elephants. The bucket is probably the size of an entire person. Gotta agree. It seems as though the tileset and characters are made for different games. With the scale and detail of the character I'd expect a smaller scale in the environment and a greater sense of detail on the bold statements within the world.
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279
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Community / DevLogs / Re: Jack B. Nimble - Out now!
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on: December 14, 2014, 12:26:08 AM
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Nice, I looove Christmas updates. Any update on the Android version? I now have access to a large variety of Android devices for testing if you need any help with that  Good, hopefully it gets approved in time - it's in submission now... Here's a little update thanks to some TIG feedback!  Regarding Android, I've not had a chance to pick up a device yet - I'll need something to at least develop on and understand the market I'll be working in. I also want to get the next content updates out on iOS first so I don't have to split development across ports, etc. Early next year if all goes to plan 
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280
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Developer / Art / Re: GIFs of games being worked on
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on: December 13, 2014, 02:50:27 PM
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You could go one step further (and go all Castlevania-like) and have the upper portion of the lantern actually break off into debris. This would not only be more obvious and give better visual feedback, but give the hit more "crunch".
Yeah, it's crossed my mind - might do an art pass across the game once I've got the last two levels done. My biggest problem with the character is how the animation speed of the walk cycle is so slow compared to how fast the background is scrolling. Snow isn't made of butter.
The animation speed changes based on the movement speed - the faster the player moves, the faster the animation. Maybe this slow speed doesn't look right? Not sure what "Snow isn't made of butter" means, explain :D?
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