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TIGSource ForumsCommunityDevLogsSubterrane [formerly Mining Game]
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Author Topic: Subterrane [formerly Mining Game]  (Read 67042 times)
Udderdude
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« Reply #520 on: July 29, 2012, 06:47:36 AM »

I like the new, larger sprites.  Good luck finishing this finally!
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baconman
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« Reply #521 on: July 29, 2012, 08:59:47 AM »

Still likeys. Smiley

A recent spurt of Mr. Driller insanity made me wonder how this would play out, if it were like a deranged version of that... but honestly, that would be like a totally different experience, too.
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Ashkin
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« Reply #522 on: July 29, 2012, 11:17:31 AM »

I liked it better before, in just about every way. Why are you changing it, especially now at the end.
I like the new, larger sprites.  Good luck finishing this finally!
Guess who doesn't care who likes what? THIS GUY
So tired of confusing feedback. Just going to forge ahead and do this- I want to switch to non-blown-up 8*8 sprites, but way too many people hated that.
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Kramlack
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« Reply #523 on: July 29, 2012, 12:09:15 PM »

Guess who doesn't care who likes what? THIS GUY

I want to switch to non-blown-up 8*8 sprites, but way too many people hated that.

Guess who doesn't care who likes what? THIS GUY

but way too many people hated that.

!
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eigenbom
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« Reply #524 on: July 29, 2012, 05:21:08 PM »

Happy to see some more subterrane action. Cool

kramlack, let it go dude
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Udderdude
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« Reply #525 on: July 29, 2012, 05:50:00 PM »

Ashkin, I want you to know we all still love you. :3
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Ashkin
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« Reply #526 on: July 29, 2012, 08:11:03 PM »

!
There's a difference between ignoring conflicting opinions and going with a nearly-unanimous decision, but I may yet go with 8*8 to regain that feeling of vastness.
Did a little design work to hammer out a concrete structure for the game.
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Kramlack
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« Reply #527 on: July 29, 2012, 09:32:54 PM »

@eigenbom: There's nothing to let go of, it was a joke post. If you want though, I can argue with you about what was literally a one character post and derail this thread. c:
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Ashkin
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« Reply #528 on: July 31, 2012, 10:54:08 PM »


Makin' keys.
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Ashkin
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« Reply #529 on: August 03, 2012, 03:11:46 PM »


EDIT: Shifted hues.
« Last Edit: August 03, 2012, 03:39:21 PM by Ashkin » Logged
eigenbom
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« Reply #530 on: August 03, 2012, 03:34:09 PM »

Looking nice, but maybe shift the hue of the bg to differentiate it from the fg?
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Ashkin
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« Reply #531 on: August 03, 2012, 09:04:22 PM »


Any other suggestions to add some life, besides actual life? Grass, vines, and mushrooms seem a little lacking.
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Sakar
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« Reply #532 on: August 03, 2012, 09:33:09 PM »

Little rocks or bones in the walls maybe? Even just lengthening the vines may help a bit
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SolarLune
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« Reply #533 on: August 04, 2012, 11:23:49 AM »

I agree with Sakar. Lengthen the vines a bit - make them touch the ground. I'd add a back wall that scrolls with the rest of the level, and then make the far background a darker color, and parallax scroll it slowly behind the rest of the level.

Add some dripping water, and differing textures (like Sakar said, rocks and bones would be good). You could make the green dirt fade out to brown-ish dirt.
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eigenbom
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« Reply #534 on: August 04, 2012, 04:19:42 PM »

Yeh I think the "life" has to break out of the grid structure. And @Solars dripping water suggestion is great. I also think the background is too noisy, you could reduce the contrast, push it further into a non fg hue, and darken it. The bg could also use a simple (like 2 color) rock-like texture to make it seem more natural. Looking forward to a playable version. Smiley
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Ashkin
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« Reply #535 on: August 08, 2012, 01:47:35 AM »


bombs
Very good suggestions guys, not sure if I'll be able to do all of them but I've implemented the dirt/larger vines and it's already looking better.
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JMickle
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« Reply #536 on: August 08, 2012, 02:44:34 AM »

1 pixel green glowing entities that jump around. flies.

A plant that used to grow on the windswept surface, but because of an atmosphere change had to slowly move underground to survive. It had evolved to cope so much with the wind on the surface, and most of it's internal systems actually relied on it, for instance passing fluids around it's structure. So to survive underground it has to fidget, shake and imitate being blown in the wind to keep itself alive.




Well what I MEANT to say was; the best way of making your world seem alive and realistic is to put as much thought into what would actually be there. Come up with how the planet actually is, atmosphere, temperament, events etc. and think about how things would live on that planet.
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rek
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« Reply #537 on: August 09, 2012, 03:05:36 AM »

Movement is a good indicator of life. Wizard
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Ashkin
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« Reply #538 on: August 19, 2012, 08:03:24 PM »


Last of the three.
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Udderdude
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« Reply #539 on: August 19, 2012, 08:48:28 PM »

Looks cool.
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