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62
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Community / DevLogs / Re: DumbWarrior 2.0
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on: July 08, 2014, 05:20:34 PM
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Agreed! That is beautiful. Love the chest opening animation but it feels like the wait between the shake and the opening is a little too long. Might just be because there's no sound effects but then again it does build a lot of suspense. Great work on this so far, everything is looking so nice!
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63
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Community / DevLogs / Re: moonman
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on: July 07, 2014, 05:57:03 PM
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Are we able to see these moving? I actually really like the look of those. Still prefer the actual look of the game though, just curious!
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65
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Community / DevLogs / Re: SUPER III
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on: July 02, 2014, 02:46:54 PM
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If you're planning on pushing him around the stage with the teleport maybe he should take damage from the environment instead of head jumping. Making him heavier when he gets larger and making him harder to push could create a nice difficulty curve and being bigger will make it harder to avoid his spikes while you're trying to line up your attack.
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66
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Community / DevLogs / Re: moonman
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on: July 01, 2014, 08:25:44 PM
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I don't think he looks small at all with the doors that size. I assume these doors are set up for human use and Moonman is about the same size as a person right? Most doorframes I walk through are a little smaller than me with my arms up and I'm about 6 feet tall. It depends how large you want Moonman to be though, if he is meant to be huge then the ducking works!
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67
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Community / DevLogs / Re: moonman
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on: June 30, 2014, 08:19:50 PM
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My God he must be 7 feet tall. Moonman became extremely scary all of a sudden.
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68
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Community / DevLogs / Re: SUPER III
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on: June 29, 2014, 07:31:49 PM
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Not sure if you've seen this and it's inspired or if it's just a coincidence but I'm just throwing this out there! This is looking really nice though, lovely pixel work and the mechanics should open up a lot of interesting opportunities.
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69
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Community / DevLogs / Re: SELFIE *OCULUS RIFT* (a study on the human coping mechanism)
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on: June 16, 2014, 05:05:44 PM
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Holy shit. Just played the alpha and read through this. This project is INSANE. It touches on some of the most out there and bizarre themes I've ever seen but somehow even while playing the alpha I felt so immersed and genuinely uncomfortable. I love this. So glad I read past the first page of this devlog too, the idea seemed interesting and I am happy to see it is evloving quickly into something that sounds amazing. Keen for that fly AI too!
I'll be keeping a close eye on this.
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71
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Community / DevLogs / Re: Return of the Obra Dinn
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on: June 05, 2014, 08:31:50 AM
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Gettin BusyWith more detailing, the scene is starting to get pretty busy. It's much more readable in motion but I don't want static scenes to be indecipherable. How about rendering the white lines within the shadowed area with a darker grey tone? Might help to maintain the low-freq distinction between lit and shadowed areas, whilst also keeping the detail - albeit at a subtler shade. I'm not sure how the lines in shadow will look when dithered though... 1bit...
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74
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Community / DevLogs / Re: Trash TV
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on: May 31, 2014, 04:56:44 AM
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Honestly I think even more subtle than that would be good. The effect itself looks nice, it's just a bit too over the top and a little distracting. A little quicker and less warping and I think it would look good. Other than that the rest of it looks nice!
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77
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Community / DevLogs / Re: Project Rain World
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on: May 29, 2014, 03:16:41 PM
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Has that warping of the terrain on landing always been a feature? I have never noticed it before but it's a cool little effect! Loving that arm behaviour, gives that extra little bit of realism and really let's you know that this character is fragile. Going to make those lizards all the more menacing! Keep up the great work, this devlog is the first thing I check every morning and it just keeps amazing me!
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79
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Community / DevLogs / Re: moonman
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on: May 20, 2014, 09:43:05 PM
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This is looking absolutely amazing. The juice that bounciness in the hit gives really brings the combat to life and the pixel art is looking sweet! Totally agree that the ent looks way too agile though, there's something strange about something so large moving that quickly.
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