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Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions
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on: August 29, 2015, 09:48:37 AM
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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. 
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Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions
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on: April 20, 2015, 04:51:42 PM
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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! 
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Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions
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on: April 08, 2015, 06:39:36 PM
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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?
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32
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Developer / Workshop / Re: Critique my Pixel art
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on: March 28, 2015, 09:18:55 AM
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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!
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Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions
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on: March 28, 2015, 05:38:22 AM
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== 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  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)
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Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions
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on: March 22, 2015, 07:50:45 AM
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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) 
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Developer / Workshop / Re: Pixel art for new game - In Game screen cap - crits and suggestions
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on: January 18, 2015, 06:58:15 PM
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== 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. 
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Developer / Workshop / Re: Readability on this pixel art
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on: January 11, 2015, 11:19:35 PM
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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.
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