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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 05:41:55 AM

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81  Community / DevLogs / Re: Environmental Station Alpha [release 4/22/2015] on: March 20, 2015, 06:48:34 AM
I checked out one of the demos and really enjoyed the game. It'll be a day one purchase for me. 8 dollars is a fair price.
82  Community / DevLogs / Re: A Journey to Tower -- an exploration into a mysterious radio message on: March 19, 2015, 01:03:23 PM
It's been said multiple times... but that simple aesthetic is really strong. Nice job.
83  Community / DevLogs / Re: Hans, a roguelike platformer on: March 19, 2015, 12:31:29 PM
The similarities are there but, come one, if that counts then I can think of a hundred games that are similar to both of these games.

Now that you've brought this up, Hans also looks like all of these games: http://store.steampowered.com/tag/en/Pixel%20Graphics/#p=0&tab=NewReleases

Do we think this is a problem with indie games nowadays? That they regularly cash in on a nostalgic aesthetic? An aesthetic that they didn't even make but borrowed from past games? If you want to fault Hans for its art style, then you have to fault 5 Minute Dungeon as well because neither are exactly reinventing the wheel.

Agreed with diegzumillo. I don't like pixel art because it's "easy to make and for indies to cash in on." I just like the style. And it's not just a nostalgia thing.

My 5 year old nephew is playing games with great graphics like Captain Toad and Mario Kart,  and he likes them. But his eyes were also glued to the screen when I played Shovel Knight one time. He now has it, loves it, and wants to be Shovel Knight for Halloween.

To sum up my opinion: Super Mario Worlds graphics weren't good for it's time, they were are good.

blah blah blah

What an asshole. Kidding. I understand your original point now, and we're on the same page. Smiley I think it's time for me to stop derailing this thread.
84  Community / DevLogs / Re: Spooks N' Spikes on: March 19, 2015, 12:28:20 PM
LOL! I saw him get crushed first, then the image looped. And I'm like how is he going to get the guy up there... I like the infinitely looping level. Cool stuff. Smiley
85  Community / DevLogs / Re: Hans, a roguelike platformer on: March 19, 2015, 10:26:27 AM
The similarities are there but, come one, if that counts then I can think of a hundred games that are similar to both of these games.

Now that you've brought this up, Hans also looks like all of these games: http://store.steampowered.com/tag/en/Pixel%20Graphics/#p=0&tab=NewReleases

Do we think this is a problem with indie games nowadays? That they regularly cash in on a nostalgic aesthetic? An aesthetic that they didn't even make but borrowed from past games? If you want to fault Hans for its art style, then you have to fault 5 Minute Dungeon as well because neither are exactly reinventing the wheel.

Agreed with diegzumillo. I don't like pixel art because it's "easy to make and for indies to cash in on." I just like the style. And it's not just a nostalgia thing.

My 5 year old nephew is playing games with great graphics like Captain Toad and Mario Kart,  and he likes them. But his eyes were also glued to the screen when I played Shovel Knight one time. He now has it, loves it, and wants to be Shovel Knight for Halloween.

To sum up my opinion: Super Mario Worlds graphics weren't good for it's time, they were are good.
86  Community / DevLogs / Re: Kerfuffle on: March 19, 2015, 10:10:16 AM
I really like that. A lot. It's nice that you've got something that has made people shut the hell up about the squares.
87  Community / DevLogs / Re: ChickenSword on: March 19, 2015, 10:08:29 AM
Exactly. I've come to realize the same thing. Creating enemies with a couple unique patterns, and to make things interesting, combine different enemies with different patterns to create interesting scenarios.
88  Community / DevLogs / Re: Behemoth - kill big stuff on: March 19, 2015, 08:45:58 AM
You're definitely not the only one interested in this tj... SOTC is definitely in my top 5 favourite games.

Have you considered starting with just the player plus the mount? A huge draw of SOTC was the realism. You were not a hero, you staggered around, hung on for deal life, and your horse didn't listen half the time.

Once you start getting into the actual game side of things, maybe work on the two of those, making them feel good together. Work on the climbing mechanics in the environment (walls, trees, etc).

For me this is a very important aspect and something you would want to capture, based on what you've wrote so far (which I love!). Also really digging the art. Especially the black drake/dog (which is the mount? if so, sign me up...)
89  Community / DevLogs / Re: Hans, a roguelike platformer on: March 19, 2015, 08:00:16 AM
Is the artstyle final or will it change?
The resemblance to this : http://forums.tigsource.com/index.php?topic=40514.0
is quite obvious^^

I disagree as well, see oldblood's post.

The parallax background seems weird to me. The light blue part is meant to be sky right? It reads as mountains to me sometimes, but then it scrolls it's obvious it's not and messes with my head a bit.

Edit: Forgot to mention! I like the look so far, excited to see more. Smiley
90  Community / DevLogs / Re: Golden Hour - Hi-Res Pixel art Metroidvania Destruction on: March 19, 2015, 06:43:28 AM
Looks great, especially the backgrounds for me. I'd love to see it in motion, the characters look like they would really shine once put in motion.
91  Community / DevLogs / Re: ChickenSword on: March 19, 2015, 06:34:59 AM
My guess would be attempting to create legitimate (albeit simple) AI vs. implementing various patterns that enemies can follow.

If that's not it Id' be interested in hearing as well!
92  Community / DevLogs / Re: Dash & ATLAS, a boy and his tank [2D Platformer] on: March 18, 2015, 05:23:46 PM


Still working on it, but here is the new tank in action. Please note the gun mechanics aren't balanced in any capacity yets, so this gun likely won't remain as such in game, but you get the idea.
93  Community / DevLogs / Re: Elysis (Sickle Chain) on: March 17, 2015, 12:30:50 PM
Looks great! How does it feel in game? I kinda like the idea of self damaging if you hit yourself, but it already seems it has the drawback of making you a stationary target.

My main critique on it is that the "scythe" doesn't seem to scythe-y to me. It reminds me of a guitar pick actually.
94  Community / DevLogs / Re: Pixel Pirate in Bits of Eight on: March 17, 2015, 07:14:48 AM
I like the leftmost one as well! The extra details really help the character come alive for me.
95  Community / DevLogs / Re: Elysis (New Art Style TY) on: March 07, 2015, 01:44:34 PM
Dude that gif... That just made me really excited for this. Love the style.

I agree with blekdar though. The weapons could use more impact.
96  Community / DevLogs / Re: Dash & ATLAS, a boy and his tank [2D Platformer] on: March 07, 2015, 12:15:04 PM
Once again been a while. Have been working on boring stuff in my code (cleaning), but mostly focusing on pixel art. Which leads me to... the latest tank redesign! Opinions would be greatly appreciated, I think it's much cleaner looking than the old one.




As for the weapon on the tank the new idea is to make it a side mounted piece. You would see it in the foreground in one direction and in the background in the other direction. The plan is to make it aimable in 45 degree angles forward, angled up, and straight up. The tank will also be able to "crouch" to hit lower enemies.

Also some other misc stuff and enemies. The shell dude totally isn't slightly based on a character in Kerfuffle.






Edit:

Updated the tank some more.

97  Community / DevLogs / Re: Elysis (New Art Style TY) on: March 05, 2015, 09:52:11 AM


That's the one right there.

Looks great, you got something special if you keep refining it.

Man, I couldn't agree more. I think this may be my first post here, but I've been following this for a while. I liked the original style and it went to a few hit and miss styles. But that latest one I think hits the nail on the head.
98  Community / DevLogs / Re: Rotatorotato - a puzzle-platformer on: January 31, 2015, 10:55:48 AM
Looking good. I think I would prefer the scripted puzzle platformer approach, with different mechanics introduced, such as something that may rotate you that you mentioned.
99  Community / DevLogs / Re: Mabo - 3D Sphere Maze on: January 26, 2015, 08:42:26 PM
I have to say, pretty cool. Sounds like a lot of stuff you can do with this.

To me this is a great example of everything coming together greatly. It's simple and looks great.
100  Community / DevLogs / Re: Dash & ATLAS, a boy and his tank [2D Platformer] on: January 26, 2015, 08:38:17 PM
Playing around more...



So far my plan was that Dash would use a subtank system, and ATLAS would feature a recharge shield. Decided to try something a bit different for the subtanks/shield. I like the idea of a connected UI, but will keep playing around and try to get something that is simplified while hopefully looking good.

I need to go to bed and stop staring at little bars.
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