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Developer / Design / Re: Pitch your game in 88 characters or less! RIGHT NOW!
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on: February 28, 2019, 06:01:20 PM
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Frakensteiners = 1-4 player beat 'em up where the main mechanic is sewing more powerful limbs onto your body that are ripped off of fallen enemies. Players would be undead "Frankenstein's Monsters" fighting against other undead, but not typically slow and stupid like the stereotype. The main goal is standard beat 'em up stuff; get stronger, beat bosses, and defeat some kind of end boss. Limbs could include different strengths and weaknesses - like a radioactive skeleton limb that does extra damage, but doesn't last long. 
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Community / DevLogs / Re: 13 RONIN - DevLog #10 - Pain & Death
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on: February 24, 2019, 10:54:09 AM
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Please don't post a new thread for every devlog update you make. Just update your original post and keep it one thread. It just occurred to me that you might do this for visibility, as well, but it's just annoying in my opinion.
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Community / DevLogs / Re: Mandagon: Bones of Clay
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on: April 25, 2018, 03:03:25 PM
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Like the art style, posting to follow. Is the camera going to be closer in the actual game though? Right now it's zoomed out so far that it makes the (really good) character design a little harder to parse, at least for me. For example, the arms/scarf(?) and cape are hard to distinguish.
I agree with this. What about something visually like how Odin Sphere did it? Have the characters be larger and more detailed like below. Odin Sphere isn't a platformer, but retains the action of a 2D action RPG. 
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Community / DevLogs / Re: Pan Galactic Railway
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on: April 01, 2018, 04:50:31 PM
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Oh yeah, I forgot this in my last post. The mechanical arm on the far right character needs work. Right now it looks like shapes colored in to appear like metal. If it's mechanical, then it needs to look like, or at least give off the illusion of, a functioning machine. A good reference for this subject matter would be to start here: https://tinyurl.com/y95de26zIt's a link to a google image search for mechanical prosthesis design used in Deus Ex Mankind Divided.
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Community / DevLogs / Re: [3D JRPG] Light Fairytale
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on: March 31, 2018, 09:11:32 PM
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I'd really rather see the whole 2 minute thing completely with full audio. It's hard to judge or critique a piece of art if you can't see the whole picture. From what I can see, it looks professional. I'm confused as to why you didn't include the title of the game on the poster. I don't know who these characters are and I don't have time to find out right now. Including the title would tell me a lot more about it.
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Community / DevLogs / Re: Pan Galactic Railway
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on: March 31, 2018, 06:33:17 PM
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Here's a few critiques about your character designs - Having a large set of eyes on a character's head is fine, given that the size of the head can accommodate them. Right now the eyeballs of your characters look like they're bulging out of their skulls, which makes them look less than human. I know you've probably heard this a lot so far in your artistic career, or you will, but draw from life. Practice anatomy too. The second character from the right's left shoulder should be higher as well. It doesn't match the height of her right shoulder.
You can have your art style look any way you want, but if you're trying to pass a human off as a human, then they need to look human. I hope I didn't come off as too harsh or anything as it was not my intention. Best of luck in your future endeavors.
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13
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Community / DevLogs / Re: Pachacuti - gratuitous 2D animation
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on: March 31, 2018, 09:07:16 AM
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I've said it before and I'll say it again. Seeing your animations and their quality/progress are what has inspired me to make a 2D, hand animated, game of my own. My other inspirations are Skullgirls and Battle Chef Brigade. Best of luck to you Pehesse!
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Community / DevLogs / Re: Choconoa: A 3D platformer in the world of pastries
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on: March 31, 2018, 08:58:57 AM
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Your 3D models really need improvement. I'll explain. The first thing that I saw that looked weird was that the two chef models you posted have no eyelids. It seriously creeps me out to look at them. You should try to make them look more human, even if you are going for a stylized or more cartoonish approach. Check out models for other 3D platformers and see if you can learn through observation. I would suggest looking at Rare's games, since they're similar to what you're going for here.
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Community / DevLogs / Re: Abalone [Boardgame]
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on: March 31, 2018, 08:42:06 AM
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You might want to look up some videos about chess playing AI. To my knowledge, it's the most highly developed and complex. I forget the developed AI's name, but it's beaten humans at chess who are the best in the world.
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Community / DevLogs / Re: Parkasaurus
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on: March 31, 2018, 08:23:20 AM
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You might need to switch recording software for your gifs. For me, at least, they're all grainy and the text is hard to read. Also kinda blurry in places.
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