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Community / DevLogs / Re: Veins of the Earth [RPG, roguelike, isometric pixel art] dev log & feedback
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on: March 11, 2017, 05:52:08 PM
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These new screenshots in your OP ( top 3) are looking MUCH better than the last 3. It's the use of a really ugly texture I guess that ruins it for me, whereas the top ones don't have that and look more fine / nicely retro.
Unfortunately the textures used in the top 3 came with the original engine I used and the license doesn't let them be used outside the engine. What is wrong with the stone texture? I took it from somewhere on the net but I'm 99% sure it was taken from Baldur's Gate 1. Diablo 2:  Bulders gate 2:  Yours:  Because you asked nicely, guess I can elaborate. If you just do a comparison of that to your game right now, even though all these are supposed to represent retro graphics, you can see that the top two are more fine in their choices. Not only is your choice of texture flat, but it also has the colours of green in it, reminding of sewerage. One other thing is that from my eyes which are that of a designer, I can see that the image looks like it has artifacts, suggesting image compression, possibly a compressed jpg or really low res image stretched unproportionately.
Now you mentioned bulders gate 1, well here's a screenshot from that game (below). As you noted, it's not just one flat texture in all instances of these screenshots. There's depth, variation, different embossings to make it seem much more intelligent than just slapping a texture on a rectangle and calling it a day. Also, graphics evolve for a reason, so in my opinion this one looks pretty bad compared to the screenshot from Bulders gate 2.
The best newly developed retro looking games (e.g. Shovel Knight) bring out the good sides of retro graphics and learns from the mistakes made by bad graphic design / ui design / art direction in the past.

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Community / DevLogs / Re: The Stonekeeper - Roguelike Twin Stick Shooter
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on: March 10, 2017, 05:36:42 PM
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You know it's remarkable just HOW many people got the name ROGUE wrong when I was collaborating with them.
When they gave me quotes and contracts and agreements to sign, they spelt my game Starlight Rouge in all instances of the document.
Now I don't know if my eyes are bleeding or the irony of it is killing me softly inside, but it's great to see even the creator of a game would spell their own game wrong.
Nah, it's a new genre, where games represent color red. By the way Starlight Rouge looks great. Thanks, and your red game is looking epic as well Hope you will look forward to many red contracts in future.
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Community / DevLogs / Re: The Stonekeeper - Rougelike Twin Stick Shooter
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on: March 08, 2017, 02:50:51 PM
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You know it's remarkable just HOW many people got the name ROGUE wrong when I was collaborating with them.
When they gave me quotes and contracts and agreements to sign, they spelt my game Starlight Rouge in all instances of the document.
Now I don't know if my eyes are bleeding or the irony of it is killing me softly inside, but it's great to see even the creator of a game would spell their own game wrong.
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Community / DevLogs / Re: Stage 3 - roguelike
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on: March 08, 2017, 02:38:04 PM
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Looks really great. Unreal engine has so many drool worthy games. Does the engine add the magical touch that unity lacks right now? Anyway just voted for your campaign, hope you can do the same to mine.
Also, you might want to use [ img width=880 ]
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Community / DevLogs / Re: Raise The Dead - A zombie herding and experimentation sim
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on: March 08, 2017, 02:32:46 PM
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Very interesting concept and cool art direction so far, they're like skittles, I want to eat them haha. The only thing I can suggest for now is a better name though, at first before I saw your project I definitely thought it was something of a dark/ serious nature. Something more casual / fun would fit better, perhaps a mix of both like "shovel knight" did.
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Community / DevLogs / Re: Deceiver [née The Yearning]
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on: March 08, 2017, 12:39:00 PM
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Love the visual style and the game direction, very inspirational. Also seems a lot like Deus Ex and cyberpunk. Deceiver and that logo fits quite well, better than SKIRR.
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Community / DevLogs / Re: [NOW on Greenlight] Starlight ROGUE: Intergalactic Warfare, Unscaled.
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on: March 08, 2017, 11:48:17 AM
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Hey all, stats are looking nice, finally above that 60% YES mark, and over 300 votes so it's above the threshold to be Greenlit. But let's keep pushing, we're almost there!
I worked really hard on making the page better since the day of the launch. It launched with a horrid trailer as I panicked a little at Greenlight closing, and the first day the entry was at 40% Yes and 60% No. But persistence is key and I kept working on improving the screenshots, wording of features, and spent a day making a better trailer. Seems to be paying off As always all feedback is welcome and I would love to improve it even more.  
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Community / Townhall / Re: Dunmakia Kingdom [ON GREENLIGHT]
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on: March 08, 2017, 01:26:47 AM
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How nostalgic, I remember my first RPGMaker game from your post I didn't finish it because I was in college at the time and somehow lost the files now.
Anyway, I voted in return, thanks 
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Community / DevLogs / Re: Fürwind ,Adventure Platformer (In Greenlight!)
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on: March 07, 2017, 04:58:37 AM
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Great work. it looks very polished and love the trailer (though it needs sfx). I just voted for your project and left a comment, hope you can do the same for me 
BTW Very good stats there and amount of votes. May I ask why you need to keep momentum? Is that a necessity of being greenlit? You have 1000 votes and very positive % so shouldnt it be enough?
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Community / DevLogs / Re: [NOW on Greenlight] Starlight ROGUE: Intergalactic Warfare, Unscaled.
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on: March 07, 2017, 04:36:59 AM
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The warp effect is cool af, if you pardon my language. But I can't tell if it's specific to lasers or just an effect on enemy dying. Is the minimap new or did I miss it in the previous videos? Also I thought the green triangles are friendlies until I saw you firing on one of them  Hey, glad you liked it. Do you mean the shockwave effect once enemies die? yeah right now it's globally when enemies die, but i may change the radius depending on the type of weapon.
The minimap has been there for a long time now, but yeah it is probably lets say a month old. Good that you noticed the indicators not changing, I fixed that shortly after the video, and in the video I didn't showcase all the Human faction turning on you as a result of backstabbing them hehe. Once I have more UI elements showing diplomacy increases I think it will get a lot more interesting. I'm currently working on that and mining inside of those procedural terrain.
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Community / DevLogs / Re: Space Pizzas: A multiplayer top-down shooter with pizzas
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on: March 06, 2017, 11:53:32 AM
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Hi, just here to give some honest feedback from a fellow space dev.
- The concept of pizza spaceships is interesting and could be nicely marketed.
- Find a designer, seriously. Everything about this screams placeholder, programmer art Work on the star parallax effect, oh wait, there is none xD
- I tried the web demo, kinda lagged, but interesting how there is people playing already, or is that AI?
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Community / DevLogs / Re: [Active on Greenlight!] Juanito Arcade Mayhem!
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on: March 06, 2017, 11:45:00 AM
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Looks very very good. High amount of polish indeed. Are you really at 10% for 4 years into development though? I mean it does seem like the scope is big.
I also voted in your greenlight, hope you can do the same for me : )
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