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hyperduck
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« Reply #240 on: February 23, 2012, 05:01:12 AM » |
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ninto
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« Reply #241 on: February 24, 2012, 08:55:00 PM » |
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sneak piq?
Bahah! 
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eigenbom
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« Reply #242 on: February 24, 2012, 09:05:42 PM » |
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MMmmmm pink and green ... :D
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eddietree
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« Reply #243 on: February 24, 2012, 11:06:54 PM » |
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Great colors, it has a nice indie feel to it. 
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hyperduck
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« Reply #244 on: February 25, 2012, 06:41:03 PM » |
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Ashkin
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« Reply #245 on: February 25, 2012, 06:57:26 PM » |
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This just in: drugs totally let you phase between the dream world and reality without sleeping. TRUFAX.
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BlueSweatshirt
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« Reply #246 on: February 28, 2012, 12:35:58 AM » |
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I hope progress piq's up soon. heeheehee
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ninto
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« Reply #247 on: February 29, 2012, 04:04:49 PM » |
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Getting comfortable with using tiles! Here's the first little place usin' a set!  (gasp, no texture)
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:^)
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« Reply #248 on: February 29, 2012, 04:10:15 PM » |
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I'm coming to terms with the fact that i'll always be running from corner to opposite corner in this game.
isometric brain wrapping warp fart.
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Armageddon
Level 6
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« Reply #249 on: February 29, 2012, 05:23:00 PM » |
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Now you ruined it for me peanutbutter.  How will collisions work? Will you be able to walk in front of darkened walls but not the lighter ones? Or will nothing be solid and you can just walk along the top of all of them.
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ninto
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« Reply #250 on: February 29, 2012, 05:25:20 PM » |
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You can walk on top of/through every platform.
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ntdb
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« Reply #251 on: February 29, 2012, 05:35:40 PM » |
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You can walk on top of/through every platform.
I tend to assume very slight movement along the Z axis when I play as a character who can jump and land on a second, higher platform that seems to be connected to the first. What if Piq's character animation suggested a kind of 2.1D model? When walking in front of the light side of a "hill" Piq would be turned 45 degrees toward the camera, when walking in front of the dark side Piq would be turned 45 degrees away from the camera. Granted, the character art probably wouldn't lend itself to this at all. Thinking aloud again blah
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SolarLune
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« Reply #252 on: February 29, 2012, 09:33:49 PM » |
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When walking in front of the light side of a "hill" Piq would be turned 45 degrees toward the camera, when walking in front of the dark side Piq would be turned 45 degrees away from the camera. Granted, the character art probably wouldn't lend itself to this at all.
I like this idea. If you don't have a massive amount of animations for Piq, consider this.
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happymonster
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« Reply #253 on: March 03, 2012, 01:27:01 AM » |
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Don't stop, please piq this project up again. (I am sorrrrry)
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ninto
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« Reply #254 on: March 03, 2012, 10:44:35 AM » |
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Don't stop, please piq this project up again. (I am sorrrrry)
This isn't stopped at all, just hidden.
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ninto
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« Reply #255 on: March 05, 2012, 12:54:29 PM » |
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Trying to eliminate fez comparisons, what do you think? Suggestions are more than welcome.  PM me if you'd like to try out the first rough build!
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eigenbom
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« Reply #256 on: March 05, 2012, 03:24:48 PM » |
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Yay I did a piq! Game looks great, I like those shades of green. The run animation could be sped up by a large amount. Jump control is good. Camera tracking works well. Keep it up!
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Inanimate
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« Reply #257 on: March 05, 2012, 03:59:54 PM » |
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Those are very nice colors.
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Franklin's Ghost
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« Reply #258 on: March 05, 2012, 06:14:59 PM » |
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Game's coming along nicely, like the way the camera moves and the way the player moves in the landscape. Works really well so far 
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Ashkin
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« Reply #259 on: March 05, 2012, 07:30:59 PM » |
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Hm. I'm not too sure about the player's recoloring- it looks good, but it kind of ruins some of the 'pure' symbolism that was going on there. I'm not racist :c
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