Fresh Mozzarella
|
|
« Reply #2480 on: August 18, 2014, 05:44:31 AM » |
|
werkin' on footprints, object layers & more Snow Cowboyz stuff
|
|
|
Logged
|
games
|
|
|
Blambo
Guest
|
|
« Reply #2481 on: August 18, 2014, 02:44:27 PM » |
|
|
|
|
Logged
|
|
|
|
AlexVsCoding
|
|
« Reply #2482 on: August 18, 2014, 03:14:13 PM » |
|
Yolkyo, the finale for CHIGUN, done.
|
|
|
Logged
|
|
|
|
Armageddon
Level 6
|
|
« Reply #2483 on: August 18, 2014, 08:32:55 PM » |
|
I can almost hear the picture. Some gritty Pyramid Head sword sounds with weight, nice grass rustle. Maybe some rusty violin from time to time. Looking sweet.
|
|
|
Logged
|
|
|
|
standardcombo
|
|
« Reply #2484 on: August 19, 2014, 01:20:59 AM » |
|
|
|
|
Logged
|
|
|
|
The Translocator
|
|
« Reply #2485 on: August 19, 2014, 03:42:46 PM » |
|
Your animated Ascii art blows me away every time. Would it maybe be possible to make the light come out of the door in rays and spread instead of enveloping all after it's opened, though? The door and walls themselves already look amazing, I think it's just odd the way way it just kind of trickles away. May just be me though. I also can't be too harsh since I'm no pixel artist. Here's a gif of my game. The last puzzle is one of the easiest to understand in the game so far, but I don't want to reveal too much since every other puzzle is essentially secretly built into the level design rather than required to progress... http://puu.sh/aZGiF/fbdf9157e5.gif
|
|
|
Logged
|
|
|
|
standardcombo
|
|
« Reply #2486 on: August 19, 2014, 04:45:07 PM » |
|
I can try a ray approach. If anyone knows a good reference it would help.
|
|
|
Logged
|
|
|
|
marquet
|
|
« Reply #2487 on: August 20, 2014, 09:25:26 AM » |
|
|
|
|
Logged
|
|
|
|
SolarLune
|
|
« Reply #2488 on: August 20, 2014, 10:01:45 AM » |
|
I'm sorry, I really like that animation, but that sudden knee "twang" at the end kinda makes me chuckle. Maybe it should be higher up toward her torso? Probably wouldn't even be noticeable in-game, though.
|
|
|
Logged
|
|
|
|
Lexonite
|
|
« Reply #2489 on: August 21, 2014, 12:19:59 AM » |
|
|
|
|
Logged
|
|
|
|
Forstride
|
|
« Reply #2490 on: August 21, 2014, 02:44:54 AM » |
|
Basics of the engine for a new project I started called Rangers.
|
|
|
Logged
|
|
|
|
joeyspacerocks
|
|
« Reply #2491 on: August 21, 2014, 02:45:34 AM » |
|
Looks good - shades of Prince of Persia and Flashback ... Interesting to see your work-in-progress here - i.e. using a minimally shaded silhouette during animation. I always end up getting carried away and putting too much detail in too early on before I've got the animation pinned down.
|
|
|
Logged
|
|
|
|
Lexonite
|
|
« Reply #2492 on: August 21, 2014, 07:54:55 AM » |
|
Looks good - shades of Prince of Persia and Flashback ...
Interesting to see your work-in-progress here - i.e. using a minimally shaded silhouette during animation.
I always end up getting carried away and putting too much detail in too early on before I've got the animation pinned down.
Thanks! Yea, I'm keeping the animations rough so that I can quickly put them into the game without spending forever detailing them. This allows me to see what might be missing or what might be needed as I implement stuff. Working too much on art can exasperate my creative juices since I'm more inclined to pour all of it out during that process. I'm pretty satisfied with the results so far, and it is helping me to work out the animation system.
|
|
|
Logged
|
|
|
|
Lexonite
|
|
« Reply #2493 on: August 21, 2014, 01:06:01 PM » |
|
working on wall interactions..
|
|
|
Logged
|
|
|
|
Lee
Level 1
|
|
« Reply #2494 on: August 22, 2014, 09:15:35 AM » |
|
working on wall interactions..
Cool stuff, dude. What's the red indicator, in-engine position? I like seeing stuff like this, early dev stuff. Somehow has more weight to me than almost finished polished stuff... Like you see the polished stuff as a whole, but at this level you can see the individual components coming together.
|
|
|
Logged
|
|
|
|
Lexonite
|
|
« Reply #2495 on: August 22, 2014, 11:33:13 AM » |
|
Cool stuff, dude. What's the red indicator, in-engine position? I like seeing stuff like this, early dev stuff. Somehow has more weight to me than almost finished polished stuff... Like you see the polished stuff as a whole, but at this level you can see the individual components coming together.
Thanks, yea I feel the same way. The red dot helps with zipline stuff- you can see some zipline action in this new gif.. Plus kicking animations and tweaks to some other animations..
|
|
|
Logged
|
|
|
|
Netsu
|
|
« Reply #2496 on: August 22, 2014, 11:46:02 AM » |
|
BLAMBO pls, I need more of this game whatever it is.
|
|
|
Logged
|
|
|
|
ink.inc
Guest
|
|
« Reply #2497 on: August 22, 2014, 11:46:57 AM » |
|
alex that's some gr89 stuff
|
|
|
Logged
|
|
|
|
FTLRalph
Level 1
What?
|
|
« Reply #2498 on: August 22, 2014, 01:01:38 PM » |
|
Damn, the movements really flow together nicely.
|
|
|
Logged
|
|
|
|
joseph ¯\_(ツ)_/¯
|
|
« Reply #2499 on: August 22, 2014, 02:01:39 PM » |
|
alexhw that is super super great
|
|
|
Logged
|
|
|
|
|