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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:48:05 AM

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21  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: September 02, 2015, 08:51:19 PM
Little weapon rotation avatar flip test using ShareX to capture the GIF. Share X drops some frames but you get the idea. This is cropped for the gif.  Beer!

22  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: September 01, 2015, 01:38:17 PM
A quick lazy drawing to capture the theme of our game. Durr...?

I will do a good pixel art version at some point with good colours and actual pixeling

23  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: August 30, 2015, 02:13:28 PM
UPDATED first OP with more info, give a quick read if you are interested
24  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: August 30, 2015, 11:38:36 AM
OK, added a couple new weapons to replace the borrowed Nuclear Throne weapons  Wink

Also adding another visual for the avatars for when you are moving angle/straight upwards. This is to help with the flip of the weapon to you back once you pass the 180 mark so it looks like you are pointing the other way.

25  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: August 29, 2015, 09:48:37 AM
Been awhile, busy with day job  but still plugging away! Added placeholder player weapon visual test. Borrowed a weapon from a favorite game, Nuclear Throne by Vlambeer. Since you move with keyboard and aim/fire with mouse we are testing out weapons similar in visual style to nuclear throne (weapon on a 360 pivot, goes behind ava when above horizon line). One reason is due to time. No time to draw and animate 8 full directions, they just flip left or right (like Nuclear throne). I would love to have 8 directions for them but don't have the time to draw and animate them all. This is also why everything is on little jets floating right now (no walk anims needed). If we find an artist to join us in the future then great, we can add more complex anims and avas but for now this is what are going with for alpha.
26  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: May 17, 2015, 05:15:34 PM
With a summer season coming bit of a slow down, but will be back asap!
27  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: April 20, 2015, 08:29:35 PM
and one more - again lazy with the details but should do for now! This is another idle that would cycle in after sitting idle for a while  Tongue






28  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: April 20, 2015, 04:51:42 PM
He looks amazing.

Thanks!

Might I suggest something along the lines of "Invader"? An unwanted guest from beyond the stars?

I was thinking more of a play on the name Krang like Klang so people can tell its paying homage. Invader is good though, we'll save it for an enemy class!

Here is an anim I did to help IhaveFaith implement the structure for the player anims. Its not the greatest and really needs tentacle movement and bobbing but I am too lazy!

29  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: April 16, 2015, 04:33:22 PM
little head tweak - callign it done for now, getting sidetracked away from gameplay!  Angry Cheesy
30  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: April 16, 2015, 03:05:51 PM

I'm excited for this game. Do me a favour and PM me when there's a build ready.  Hand Any KeyHuh?Hand Joystick


Will do! Here is the Krang inspired new sprite! Could be better but I am lazy ;p You can see that I took some damage after shooting it out with IHaveFaith as Mowdok (although I defeated him few times ;p). Going to need a name for the Krang sprite... any ideas?

31  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: April 08, 2015, 06:39:36 PM
Absolutely loving the greenery and sprites.
I might suggest a little more texture on the walls / roof? Just to add a little visual interest and grit, perhaps darken those little lines you see running through the ground tiles slightly.

Thanks! Glad you like it so far! I agree that some of those lines on the floor tiles need to pop a little more, will look at this again when we circle around back to environment.

As for designs, how about a pure robot head?
Some fat little alien in a spaceship might be good too, like Krang from TMNT?

Hmm, Painiac is robotic but he's more of the 50's brain in a jar trope so I think a pure Robot head would be super cool-gonna have to think on it a bit.

Also KRANG! Yes. It shall be done.

We are currently shifting focus to the remaining systems of the core game play so new art work is on the back burner while we get the functionality of the existing stuff in. Krang I can't resist though ;p

Thanks

PS love your ava, and also is Ancestral Trail worth reading?
32  Developer / Workshop / Re: Critique my Pixel art on: March 28, 2015, 09:18:55 AM
Hi Jintan, ya the shapes look great and composition is good as well. I think each element is well done, the only issues are the contrast and saturation between individual elements that need some work.

Zero hit a lot of good points, here is an example of some of things Xero mentioned.




Main points, keep the contrast between background elements very low- the mountains 2 colours had sharp contrast, here it was lowered to simulate atmospheric distortion. The clouds really contrasted the sky, plus they had the saturated blue outlining which would normally would be used on closer elements or the characters. Here the clouds colur was changed to not contrast the sky so much and the blue lining was removed. Lastly the saturation on the foreground elements and the player sprite was cranked to further separate the foreground from background. The sky was also made more blue per Xero's suggestion although you may have wanted a more limited palette overall.

Nice work!
33  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: March 28, 2015, 05:38:22 AM
== edit AUg 30 -- we replaced the font ;p see it in other images ==

I can't wait to try this, I'm not feeling the font though.

Thanks! Ya, we can't wait to get it out there for you guys to jump in! The font will change Smiley its just Unity default Arial ;p Doing some design changes right now which we feel really help focus us!

The game is still about building your own world, but now we gamified the way you acquire the things you place in the world (before it was just a tile editor).

Some more screens to come as we iron out more of the design! In the meantime, let us know if there are any type of player avatar you would like to see (so far we have the three, Painiac, Modok and Happy Roots)
34  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: March 22, 2015, 07:50:45 AM
OK, so we are pivoting a bit on the design of our game. We have moved away from the level editor core game to a resource collecting style of gameplay where you collect the things you place instead of having them all in an editor, effectively adding a game layer to the tiles you get rather than just having an editor window. This solves many issues we had around the level of customization we were trying to give the player. Now we control it more.

This is in line with ideas and prototypes we had ages ago so we are happy it has gone this direction. More to come soon!

Below - name - and health system in! (combat also in)

35  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: January 29, 2015, 08:11:12 AM
Alright, getting the hang of the grass. Went for some overgrowth so we can get the old overgrown feel. I am thinking this should do for now and let me move on to some other stuff. Walls are still placeholder, eventually they will get some more detail and colour treatment. ART IS HARD
36  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: January 18, 2015, 06:58:15 PM

== edit Aug 30  but left for process -- added thickness to current floor tiles so they dont look so flat like these ==

Alright, attempting some grass tiles. Probably going to go with these for beta, although the detail tiles like flowers etc will need a little more shape to them. Any suggestions on the grass or anything else so far? The floor still feels a bit flat to me, might try to pop it a bit by giving more height to the front edge.
37  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: January 12, 2015, 01:05:49 PM
The working name is Happy Roots, anyone have a name they think would be cool? Update on the flower guy, the black outlining on the flower was harsh so I used a colour instead.

38  Developer / Workshop / Re: Readability on this pixel art on: January 11, 2015, 11:19:35 PM
I like the floating mountains. You might want to make their contrast even a little less within their element and vs the foreground elements but I think it looks quite cool.
39  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: January 11, 2015, 11:17:43 PM
A player sprite for our less violent players. We have combat (shooting so far) but if you are not into that you can turn it off in your own maps. Or you can be violent and have a happy sprite! We give you choice! Thoughts?
40  Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions on: January 11, 2015, 09:06:23 AM
Does this look OK? Made a 16px overlap for wall tops to increase immersion. Pretty sure we will stick to this.

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