emacs
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« Reply #40 on: May 16, 2012, 12:57:47 PM » |
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Here, have some tiny weapon concepts! (Click for big) Yes I know the back of that RPG and pistol grip on the shotgun are majorly fucked upEDIT: Updated tileset:
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« Last Edit: May 16, 2012, 01:22:13 PM by ev149 »
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emacs
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« Reply #41 on: May 18, 2012, 10:42:45 AM » |
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Redoing a bunch of these tiles, removing ones that didn't fit the style, and adding in some new ones. Click for 2x. Here's a sketch of the first area (crossposting from the level design thread). Click for big.
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AaronLee
Level 1
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« Reply #42 on: May 23, 2012, 12:07:35 PM » |
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Best initial devlog post in existence Absolutely love the title screen. Just enough detail to convey the objects, uuber clean!
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emacs
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« Reply #43 on: June 06, 2012, 03:45:51 PM » |
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Didn't realize there were any new replies to this thread, but thanks! bluej774 The crosshair and projectiles are just placeholders. And I won't mess with the ladder. AaronLee Haha, thanks. Glad you like the title screen. I wanted to keep it simple but get the point across. I did some minor updates to the tiles and worked on the UI a bit. Tiles and HUDPause Menu and DialogueInventoryThose blank squares will have item icons/character portraits eventually.
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MegaLeon
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« Reply #44 on: June 14, 2012, 04:16:07 AM » |
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This looks so metroidvaniaish sweet. Hope to see a badass character to go along that badass title screen.
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emacs
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« Reply #45 on: July 29, 2012, 01:39:29 PM » |
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Rocks now look 100% more rock-like.
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andy wolff
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« Reply #46 on: July 29, 2012, 01:44:37 PM » |
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those tiles are looking good it would be nice to see some of the new ones in another context shot like you did before
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Swaggermuffin
Level 1
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« Reply #49 on: July 30, 2012, 02:26:18 PM » |
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Since the current colors are terrible, I've tried out three other options and posted them in the OP. Vote for your favorite because I'm horrible at making decisions on my own. I like option C. It's got a little to do with what you said about toning down the palettes on the other things in the screenshot; the red just fits better with the brighter colors of the other objects.
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emacs
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« Reply #50 on: July 31, 2012, 08:21:59 AM » |
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Thanks for the input guys!
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SolarLune
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« Reply #51 on: July 31, 2012, 11:58:08 AM » |
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I'd also go with C. It gives the most color onscreen and just gives the game a much better vibe.
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knotty spine
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« Reply #52 on: August 01, 2012, 02:40:20 PM » |
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I like A the best. C feels very safe and obvious and like it's been done before.
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Animating something like this >> << would take hours, maybe even days of work.
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Quarry
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« Reply #53 on: August 18, 2012, 07:05:48 AM » |
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Deliciousu~
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Cellusious
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« Reply #54 on: August 18, 2012, 01:38:37 PM » |
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Art looks great, Colors looks great, Menu is awesome, But. You might want to make different versions of the tiles break up the pattern; or make them tile better.
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emacs
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« Reply #55 on: August 20, 2012, 01:54:08 PM » |
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Thanks Quarry and Cellusious!
I've decided to take the tileset and duplicate it, with each copy having a different color scheme (red, orange, green, purple, blue, brown, etc.) and have them change based on the state of the game. I'll be working on breaking up the repetition with some new tiles, too.
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emacs
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« Reply #57 on: August 31, 2012, 12:20:40 PM » |
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SolarLune
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« Reply #58 on: August 31, 2012, 08:28:56 PM » |
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Hah, is that the menu system? Inventive, nice. EDIT: Wait, do you gain other programs to be able to do other things?
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emacs
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« Reply #59 on: September 01, 2012, 05:02:10 AM » |
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Hah, is that the menu system? Inventive, nice. EDIT: Wait, do you gain other programs to be able to do other things? Throughout the levels there are computers which act as save points, maps, etc. Some computers will have more programs than others, with minigames and parts of the story on them. For example, a puzzle where you need to control a machine might require you to use a program on the computer to move it.
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