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unsilentwill
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« Reply #40 on: October 05, 2011, 12:27:18 PM » |
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Very cool, good to see some assets for this.  You can see the time that went into it, so best of luck to twooby as this ambitious thing goes on. Be careful with color though, the greens flatten things out a little.
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Xion
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« Reply #41 on: October 05, 2011, 12:30:57 PM » |
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hot damn that looks fly as hell.
are those the finished assets? some bits look a little sketchy still.
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ChevyRay
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« Reply #42 on: October 05, 2011, 12:38:11 PM » |
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It's not finished until the entire game is finished. We're holding off realllly polishing the artwork until twobitart can see all the things in-motion. I'm able to place objects on different layers for a really elaborate parallax effect in motion, so once she sees that, we'll do tweaks to make it look good. Make no assumptions about what it'll look like when it's done, 'cause you'll be wrong  just showing off some WIP stuff 'cause you guys have been asking, that's all. are those the finished assets? some bits look a little sketchy still.
I can only afford to pay twobit for so long before my funds run out, so up to this point I've been like "plz make as much as you can really fast!", once I get things in motion and all of the pieces come together (really soon!), I'll see what my options are. Exited, though, it's going really smoothly 
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rivon
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« Reply #43 on: October 05, 2011, 12:58:02 PM » |
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The game looks just awesome, though it's a big shame that you're developing it in XNA (-> Windows only).
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ChevyRay
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« Reply #44 on: October 05, 2011, 01:00:46 PM » |
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Thanks! Could be ported later, no problem. The fact that I get to work in C# is probably the only reason this game will actually get finished, so to be honest it'd only be a shame if I wasn't doing it in XNA 
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twobitart
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« Reply #45 on: October 05, 2011, 01:39:46 PM » |
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Be careful with color though, the greens flatten things out a little.
Yes, I have been paying attention to that and put a blue tint into everything, but you're so right. It took me a while to find the right balance of green tones to separate the closer elements from the further ones. Chevy's gotta send me a build with his fog and such so I can compensate with detail and especially contrast. For now, I've put a bit of an underlighting blue tint on all the foliage in the hopes of complementing the fog. Also, I haven't made any torches or light source items. Right now I'm just getting background atmosphere. I suppose after I learn how this stuff is gonna look in motion that I'll need to know how the lighting engine is gonna work, or if I'm going to just straight up paint the sources. My hope is that your character will be running through "pools" of light scattered in the forest or even having her way lit by moths. *insert moth to flame metaphors here* 
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superflat
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« Reply #46 on: October 05, 2011, 02:07:21 PM » |
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For my glow which acts on everything, I do a blur of the main buffer, and draw it back over the original in Flash's "screen" blend mode, which according their site: "Multiplies the inverse of the blend color by the base color, resulting in a bleaching effect." Might be an approach worth trying. You could glow specific objects by having a different buffer that you rendered to...
Can't remember much about shaders in XNA, but should be possible.
I love the art, and I'd really like it just as it is (sketchy, rather than super detailed.)
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ChevyRay
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« Reply #47 on: October 05, 2011, 02:10:28 PM » |
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Awesome, thanks jasper. Yeah I've already got code in place for rendering specific objects (by z-depth, z-range, type, etc.) to a buffer, so I'll do that and try applying different shaders to it and rendering it over/on the main buffer and see how it works, will definitely take some experimentation. that comes later on though, focusing on more functional stuff atm. I love the art, and I'd really like it just as it is (sketchy, rather than super detailed.) That makes two of us.  My hope is that your character will be running through "pools" of light scattered in the forest or even having her way lit by moths. That sounds like pretty much exactly how I was imagining it.
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twobitart
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« Reply #48 on: October 05, 2011, 05:35:55 PM » |
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That sounds like pretty much exactly how I was imagining it.
We can do that? Yessss! I love the art, and I'd really like it just as it is (sketchy, rather than super detailed.) Yay! Well we still gotta do the character animations, there might be a chance that sketchy is the way to go because she'll look weird or something.
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Theophilus
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« Reply #49 on: October 05, 2011, 06:36:39 PM » |
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All I can say is keep up the good work, you two.
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Destral
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« Reply #50 on: October 05, 2011, 07:15:23 PM » |
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The mockup looks beautiful and sets a great mood. Can't wait for more! 
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Ishi
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« Reply #51 on: October 05, 2011, 11:29:49 PM » |
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Sexy mockup = immediate interest! Keep it up!
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baconman
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« Reply #52 on: October 05, 2011, 11:58:37 PM » |
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Sexy mockup = immediate interest! Keep it up!
DingDingDingDing.  :thumbsupr:
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ANtY
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« Reply #53 on: October 06, 2011, 11:25:08 PM » |
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I've put your wallpaper on my desktop  It's cool
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ChevyRay
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« Reply #54 on: October 14, 2011, 08:48:03 AM » |
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To celebrate 10k followers on my side-project tumblr Gamestorm, I uploaded a design sketch for Hollow's Deep  Click for full. 
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CK
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« Reply #55 on: October 14, 2011, 10:29:46 AM » |
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Whips? Yes please 
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ChevyRay
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« Reply #56 on: October 14, 2011, 10:38:17 AM » |
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ChevyRay
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« Reply #57 on: October 16, 2011, 07:19:27 PM » |
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Here's a pic of a test area I'm putting together with the edtior (click for full):  Putting in a bunch of the player animations now (got about 147 frames across 13 different animations), so the player is starting to already look and feel really good! 
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BlueSweatshirt
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« Reply #58 on: October 16, 2011, 08:43:05 PM » |
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Hi. This looks amazing. Also: Rising attack = Shoryuken + Zelda jump attack 
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Majestic
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« Reply #59 on: October 16, 2011, 10:44:44 PM » |
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Artwork looks VERY good, I couldn't view the gameplay video
Keep up the good work
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