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1  Developer / Playtesting / Re: Dysnomia on: December 14, 2009, 06:04:20 AM
Here's the official trailer Gareth just posted out there. Even has that boss in there moving around FawfulBeans.

Embed didn't work, here's the link instead:


2  Developer / Playtesting / Re: Dysnomia on: December 04, 2009, 05:18:59 AM
Keep forgetting to update this. Here's a bit of a larger screenshot of one of the first bosses.

3  Community / Creative / Re: Who should decide how you enjoy a game? on: November 05, 2009, 07:03:12 PM
I agree with both sides as well.

How many other creative endeavors allow the possibility of experiencing them in an individual and interactive way. Movies and books are experienced from beginning to end. They are basically the same from the first time they are experienced to the next. Games allow a lot of freedom in allowing a player to pace the story in their own way to some extent and it can be vastly different with each playthrough. Even in multiplayer, a developer should have the right to define a specific experience that they would prefer a game to have. If they decide not to add certain features, only the consumer can tell them no by not buying it (although in this case, I don't think that's going to help with those kind of pre-order numbers). IW's main problem is that most gamers these days are used to a certain amount of configurabilty and choices. Telling them that they won't have it anymore is like telling a child that they can't have a desert after their meal anymore. And a lot of those gamers are acting just the same as that child. Understandable, but it isn't saying that you can't enjoy it another way just that you can't enjoy it in the exact way you were expecting. In my opinion, knowing that their game was going to be as highly anticipated as it is, they should have added in some of the basics that they had always offered before.
4  Developer / Art / Re: Art on: November 05, 2009, 05:38:44 PM
lol...sorry, no feathers this time. A lot of these drawings I do are just quick renderings to take my mind off of whatever I'm working on. Sometimes spending 15mins to a half hour of focussing on something else can get my mind to rework small issues on anything else I'm drawing or animating when I get back to it. Plus, I've noticed quite a bit of improvement in what I can do in the same amount of time by continually keeping a smaller time limit on these renderings. I still have a whole lot of room for improvement, but I'm enjoying doing them so far.
5  Developer / Art / Re: Art on: November 05, 2009, 04:00:07 PM
Here's another "I need some freetime to get away" art. Yeah, the bird was being really loud over here. Could have sworn that he had this look when I told him to be quiet.

6  Developer / Art / Re: Art on: November 05, 2009, 10:36:00 AM
I think that both the lighting and coloring work perfectly for the scene.
7  Developer / Art / Re: Art on: November 04, 2009, 06:34:03 PM
Needed a quick break from making the graphics on this game. Thought I'd post the quick result here before getting back to some animations.

8  Developer / Playtesting / Re: Dysnomia on: November 02, 2009, 02:26:16 PM
I believe that all of the music is original. Gareth(the programmer) and some of his friends do a lot of music stuff on the side from what I hear. I liked that second one in the vid when I heard it as well.

Not too sure how the PC version is being set up yet for controls when it's done. Right now it's being played on both PC and 360 with the gamepad. Although I have yet to play it...lol. I believe it currently does have wasd controls in there at the moment, but I wanted to wait to play it with a gamepad. 
9  Developer / Art / Re: TIGsource Draw Elephants on: November 02, 2009, 09:06:08 AM
Bad camera phone pic of a cartoony sketch I did a while back. Was planning on coloring it in, but haven't had the time.
10  Developer / Playtesting / Re: Dysnomia on: November 02, 2009, 08:31:12 AM
Sorry for the delay. Still have to upload some of the gifs that I created to send to Gareth before I turned them into sprite sheets.

Here's a new local multiplayer video that does show the animations of a few of the enemies as well as some of the new frames to the sprite sheets that explode the enemies into more irregular chunks:


11  Developer / Art / Re: Art on: October 27, 2009, 04:14:31 AM
Thanks...was kind of trying for the Planet of the Apes type of lion.

@Smithy..Would be a bit strange to see this one as the cowardly lion...lol.
12  Developer / Art / Re: Art on: October 26, 2009, 11:27:22 AM
quick b/w
13  Developer / Playtesting / Re: Dysnomia on: October 26, 2009, 04:01:10 AM
Glad you guys like those ones. This is the first game I've worked on. Don't think I realized how much different it would be to create everything from a top down perspective. Quite a bit of fun regardless though.

I do agree with you Moi. That was originally why I went back in to redesign it a bit. Instead I came out with the larger mining robot and never did go back to making sure that smaller one looked better...lol. Hopefully there's time to get it redrawn a bit and animated again for another sprite sheet.
14  Developer / Playtesting / Dysnomia on: October 24, 2009, 03:21:16 PM
I thought it would be easier to start a new thread for any updates that I might have instead of cluttering up someone elses post with my crap...lol.

This is about Dysnomia, an indie game that I'm currently getting the art portion worked on. Someone had previously asked if there was more than just the centepede looking things to kill. This is a pic that Gareth posted up with some of the enemies that I created previously for the game. After looking at it, he posted a semifinished picture of the rat into the comp, but that's ok, can more or less see what I was going for with it. Just a bit of a sampling as to what's available to kill, or to kill you.



Also, here's a link to the newest video that he has posted. There are quite a few others in the "More From" dropdown if you are interested.



15  Player / Games / Re: Alien Breed style games on: October 09, 2009, 06:50:13 AM
I'll have to see what he's doing with the sound fx for the footsteps. I do know that it is changed depending on what type of surface the player is moving over. I believe Gareth has a section in his blog about the code as it pertains to the sound. I'm just the drawing guy, it went over my head..lol

http://fatsweb.blogspot.com/
16  Player / Games / Re: Alien Breed style games on: October 09, 2009, 03:40:23 AM
Thanks Nektonico. There is quite a bit more than just the initial outside area. It was just a bit easier to use the first areas to test a lot of things. The other videos posted show a bit of the inside tiles (where the majority of the game takes place) and a couple of other enemy types. A few of the other areas and a number of other enemies won't be shown for a little while now.
17  Community / Creative / Re: 2D Art Size (How Big Is Too Big?) on: October 07, 2009, 04:42:57 AM
Well, my 2 cents as an artist is that it really isn't more difficult to create a 16x16 or a 128x128. Yes, you have a bit more space to put in more detail, but I personally prefer starting with a larger resolution and scaling down to the proper size. Starting larger and scaling back down often gives you a look of more detail than you can get by starting from the size you are wanting to begin with. The amount of space, 32 0r 64 times larger, doesn't mean 32 or 64 times the amount of work. The main difference in work load is in what you are making. Cartoony/line graphics are certainly the easiest and shouldn't create as large a difference in time for creation. More realistic or stylized graphics can take a bit more time. That all depends on the style you are going for and the speed of the artist you are working with. For an example of what I'm talking about, the links are videos of "Dysnomia", a top down shooting game that I'm currently creating the art and animation for. The tiles are 64x64. We were heading towards the more detailed tiles, so it is taking a bit longer. Here also is what the original size of the main character started out as. Hope it shows up...lol.   The final size that is shown in the game is about half that size.









Don't judge them too harshly, the video's are more our way to show the progress of the code since we are working on this game in completely different areas of the world...lol. But the final game will use all of the tiles in there.
18  Player / Games / Re: Alien Breed style games on: October 06, 2009, 03:26:17 PM
I'm working on the art for an "Alien Breed" type of game called "Dysnomia". Should be out on XBIG in another month or so.





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