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44
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Developer / Art / Re: Art
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on: March 10, 2014, 10:23:01 AM
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update:  One thing that kinda messes with it for me is the thighs/upper legs. They're really far apart, even for her stance, and both look like they're angled inward, despite the direction she's facing. The left leg looks like it belongs on a character facing straight forwards or even facing to the right, if you know what I mean.
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50
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Community / DevLogs / Re: Heart & Slash - [Kickstarting] NEW ALPHA
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on: February 26, 2014, 06:31:41 PM
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Juan, at some point (maybe after you're not buried in the kickstarter business) I would enjoy the chance to pick your brain about your thirdperson character/camera controls. The movement feels good and I've been having a tough time getting a decent feel going in Unity.
Either way, best of luck! Seems like you're well on your way.
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51
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: February 23, 2014, 01:10:39 PM
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Generally when you see pixellated illustrations , it's very 16-bits one or 8bits But this one you almost dont see the pixellation wich is awesome I wonder if it's native or he got this with a filter afterwards
I'm pretty sure it's just a sizable resolution image drawn with hard pixels. This version of it is cubic downsized from the actual res a bit, and that gives it that kind of 'pixel but not' feeling.
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53
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Player / Games / Re: What are you playing?
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on: February 15, 2014, 05:34:28 PM
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i really wanted to like it but the ridiculous screen shake made it rly unpleasant to play for me and the new version only looks marginally better in that regard :/
screen shake is now optional, can be turned down/off iirc
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54
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Community / DevLogs / Re: Aust
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on: February 09, 2014, 07:50:28 PM
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New level generator seems to be finally, totally, ironed out, at least in terms of building rooms. Next I need to add room styles/objects, and actual entities. Decided to model some simple doors and pillars and such to get a sense of scale. Painted everything black and white so it wouldn't look so greyboxy. Lookin' ok. There'll be proper textures later, but maybe some floors'll look like this just because, but far more details and definition on textures. 
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55
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Developer / Art / Re: show us some of your pixel work
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on: February 05, 2014, 09:50:41 AM
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So I'm trying to get more comfortable with using clumps of pixels for shading effects rather than additional colors.  I actually spent more time to get the shading on the shirt/breasts right than pretty much everything else, and I'm still kind on unsatisfied with it, but can't pin-point why  It doesn't quite have the same sense of depth as the original Tasha. The problem with using the clumps of pixels is that you lose fine detail unless you have lines everywhere, and it's far too easy to make it look flat. In this case the scarf looks really like a collar, and the face lacks depth, being one broad flat colour, mostly.
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56
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Player / Games / Re: What are you playing?
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on: February 04, 2014, 03:24:04 PM
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I think mastery of twewy battle system comes down to getting the following actions down in the right order:
1) Glance at top screen for first direction/path to take. Some threads make the patterns easier to do without looking. 2) Glance to bottom screen to begin attacking, using a repetitive physical attack like the MONKEY pins or a shooting pin. 3) Glance to the top screen to see that you followed the path/the results of the path. 4) Glance to the bottom screen to use a more complex attack. 5) Repeat.
With Shiki, following the pattern is really important, Joshua not so much, but using his phone to flip/stun enemies can make it easy to win fights.
Alternately, just follow the light puck to which character to act as next. That'll mean you're always doing more damage.
Against bosses, it can actually get super complex with how you divide your attention, because on high difficulties bosses will murder the top character if you don't get dodging down.
There are some crazy endgame strategies, like using the Eden pins to make one character invincible while the other fights...
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59
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Player / General / Re: All Purpose Animu Discussion
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on: January 31, 2014, 07:16:47 PM
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 I like the otaku shit personally. Otaku people making the stuff is the problem, not so much content appealing to otaku. Think of it this way: Would rabid fans of [X video game series] be better at making [X] than, say, a professional designer with some understanding of [X]? They'd probably claim they would. But their version would probably be a poorly made mashup of [X]'s ideas, obnoxiously self-referential, and probably missing the point of what made the series good - every fangame, basically. Only an otaku would claim that 'people who wear glasses are in a club' is a solid foundation for an interesting anime series, and yet one's coming this year that is just that. Fans are about the idea, not the execution
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60
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Community / DevLogs / Re: Aust
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on: January 28, 2014, 07:05:27 PM
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Aust is short for something, yep.
Once the game mechanics come together enough that I can actually call it a game, I'll explain what it is.
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