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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 12:43:32 PM

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741  Community / DevLogs / Re: Stone Story on: August 26, 2014, 08:10:23 AM
^ agreed, this may become a background element.
742  Developer / Art / Re: GIFs of games being worked on on: August 25, 2014, 11:01:02 PM
From a study of cogs

743  Community / DevLogs / Re: Stone Story on: August 25, 2014, 10:59:09 PM
A study of cogs





744  Community / DevLogs / Re: Stone Story on: August 25, 2014, 01:59:21 PM
References for the Golemn boss



Huitzil from Darkstalkers:



I guess most people will be familiar with Blitzcrank:
http://cache.gawker.com/assets/images/kotaku/2009/09/Blitzcrank_-_Render.jpg




Other random artwork I found:
http://www.pelgranepress.com/site/wp-content/uploads/2014/01/GrrOwl.png
http://th08.deviantart.net/fs70/PRE/i/2010/324/c/7/golem_by_franja2190-d33972h.jpg
http://img2.wikia.nocookie.net/__cb20130316122152/naruto/images/e/e5/Jirōbō's_Earth_Golem.png
745  Community / DevLogs / Re: Stone Story on: August 25, 2014, 01:54:58 PM
@JobLeonard
the game is real time but you will be able to pause and swap items.

@s-spooky g-g-ghosts
I like the B/W vibe too, and I agree with your thoughts on the torch (will revisit that). I had the same thought of making it colored but also scrapped it Smiley

I don't see the game becoming completely colored, it would only be used to indicate internal states on items / enemies, and something you won't see in the early stages of the game.

@Josiah Tobin
Gray shifting is a nice thought, I'll look into it.
746  Community / DevLogs / Re: Stone Story on: August 25, 2014, 01:12:08 PM
This is still very much conceptual but I wanted to share my idea on using color in the game to gather early feedback on the concept.

Color would be used to indicate passive, temporary or 'ready' status of items that have some special ability or magic. This option allows the expression of a vocabulary of mechanics within the same space, and is also relatively cheap to do.



Likewise this could be used on enemies and environmental challenges. In this example the bat could be poisonous.

747  Developer / Technical / Re: The grumpy old programmer room on: August 25, 2014, 12:19:20 PM
Adobe Flash team are assholes:
https://bugbase.adobe.com/index.cfm?event=bug&id=3714153

(I'd already forgot, but got the changed status email)
Status NeverFix
Reason NotWorthEffort

 Mock Anger Hand Knife Right

Boo. I gave up on Flash 2 years ago. Let me tell you, I can program in Lingo, so flash and I go way back.
748  Developer / Art / Re: show us some of your pixel work on: August 25, 2014, 12:05:19 PM
Better tools make better art Smiley New tools, new kind of art
749  Community / DevLogs / Re: Stone Story on: August 24, 2014, 10:53:26 PM
In the last few days I've been doing a lot of non-visual changes to the game. Screen transitions, bug fixes, menu icons and various improvements to the First Time User Experience. Its looking really good.

Tomorrow I start on a new boss design. It's supposed to be a robot/golemn of sorts with moveable parts etc. If I'm able to pull it off as I'm imagining its gonna be awesome!  Will post reference assets here.
750  Community / DevLogs / Re: Stone Story on: August 19, 2014, 08:37:16 PM
This an old conceptual animation I realized I had not posted on the dev log.

Although mounts will most likely make it into the game, the snake will not be one of them due to the elongated shape in combination with the character staying towards the left side of the screen, the snake's tail would always be cropped out.

The weapon is the 2-handed Gun Axe. It was the first weapon used in early prototypes and I'll most likely bring it back when I scale the content.

751  Community / DevLogs / Re: Stone Story on: August 19, 2014, 08:26:10 PM
752  Community / DevLogs / Re: Stone Story on: August 19, 2014, 07:45:54 PM
753  Developer / Art / Re: GIFs of games being worked on on: August 19, 2014, 04:45:07 PM
I can try a ray approach. If anyone knows a good reference it would help.
754  Developer / Art / Re: GIFs of games being worked on on: August 19, 2014, 01:20:59 AM
755  Community / DevLogs / Re: Stone Story on: August 19, 2014, 01:15:46 AM
 Shocked Whew, this animation was a real challenge. I'll probably do another pass on it later.

756  Community / DevLogs / Re: Stone Story on: August 18, 2014, 11:09:36 AM
I think we're going to see more and more ascii games in the near future!
757  Community / DevLogs / Re: Stone Story on: August 17, 2014, 06:20:51 PM
Why is "Δεν Εισέρχονται" not good ?
758  Developer / Art / Re: GIFs of games being worked on on: August 17, 2014, 06:09:40 PM
The hero takes a little swim in Spooky Pooky ...




The water distortion is superb Smiley

When the dude is exiting the water the parallaxing background overlapping with the brown foreground is kinda weird, i think that could be improved.

Edit: Perhaps the issue is your parallax equation, I've had this problem before where the pixels jump back and forth... I was using a round equation, changed that to a floor and it improved dramatically.
759  Developer / Art / Re: show us some of your pixel work on: August 17, 2014, 06:05:25 PM
I think the abstraction allows the viewer to identify and fill in the 'gaps' with something that makes sense for them. With realism you will appreciate the art but you will project less of your ego onto the character.
760  Community / DevLogs / Re: Stone Story on: August 17, 2014, 05:59:55 PM
"Δεν Εισέρχοντε" Where are you from? Πεζει να είμαστε συμπατριώτες;

I'm not greek if that's what you mean Smiley I live in California now, part American part Brazilian.

I'd rather not say why there is greek written on the gate as I'm still working on the story and it may change.
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