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TIGSource ForumsDeveloperArt (Moderator: JWK5)GIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 1206997 times)
Miziziziz
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« Reply #3640 on: April 02, 2015, 03:56:19 PM »

here's some gifs showing off the first couple of levels in InterSection:




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ProgramGamer
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« Reply #3641 on: April 02, 2015, 04:17:42 PM »

What a strange and unique gameplay mechanic...
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jiitype
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« Reply #3642 on: April 02, 2015, 05:35:29 PM »

@Miziziziz this looks great. Really interesting design.
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Torchkas
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« Reply #3643 on: April 02, 2015, 06:03:43 PM »

I know it is a prototype, but you should fix the camera controls and make the design less a platforming challenge and more a puzzling challenge.

The concept is great though.

That's some terrific gamefeel and atmosphere.
Very nicely done artwork too, feel like the color reduction of the gif is kinda ruining the lighting though.
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Miziziziz
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« Reply #3644 on: April 02, 2015, 07:33:29 PM »

thanks for the compliments Smiley

@Torchkas - It gets more puzzley later on, but yeah, It still is too platformery. I'm just worried adding more puzzle elements will make it too complicated. I need to watch other people play it and see what works best
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LucasMaxBros
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« Reply #3645 on: April 02, 2015, 10:08:20 PM »



GEE, Updating Game Maker was such a grand idea. Now I get beautiful things like these! Also, I'm not holding Left when she's doing that... Haven't looked into what's causing this yet, just noticed it upon immediately playing.

Also yes...that Bush tile has a line of pixels above it. I just haven't fixed it yet.
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diest
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« Reply #3646 on: April 02, 2015, 10:44:20 PM »

just testing the waters

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eliasdaler
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« Reply #3647 on: April 02, 2015, 11:16:57 PM »


I improved attack animation. It definitely looks a lot better, but what can I do to make it even more awesome?
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sam_suite
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« Reply #3648 on: April 03, 2015, 06:06:40 AM »

Okay, a few quick tips to try:
- add a frame of anticipation at the beginning so he draws the hammer back before swinging it.
- right now it looks like he's stepping forward to attack - try making him step backward BEFORE he attacks, as if he's bracing himself. then when he swings the hammer you can have him move into his normal pose. you probably don't even need to change much to turn the step-forward into a step-backward (legs-wise, anyway). you might be able to get away with just moving the sprite up a bit.
- don't have the hammer pause at the end of its arc. it looks like the momentum is just dissipating into nothing, which makes the movement itself seem like it doesn't have much force. maybe have it slow gradually after the swing? just a frame or two.
- you could also probably stand to speed up the swing a little.

Of course I haven't personally tried this, so I can't promise that it'll help, but those are my 2 cents.
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eliasdaler
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« Reply #3649 on: April 03, 2015, 11:10:16 AM »

@sSuite thanks for your tips!
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sam_suite
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« Reply #3650 on: April 03, 2015, 12:07:00 PM »

sure Smiley Game looks great btw. good luck.
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IndieEmma
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« Reply #3651 on: April 03, 2015, 01:23:00 PM »

just testing the waters



Looking good, gwyndev.
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Schoq
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« Reply #3652 on: April 03, 2015, 01:28:42 PM »

just testing the waters
This looks really cute.
One thing I'm reacting to though is that the sword on the avatar's back flipping when they turn makes me dizzy. 99.99% of 2D games flip sprites like this but for some reason but this particularly just feels super weird to me and I don't know why.
Something to do with the almost front facing view that makes you half expect it to stay oriented the same I guess. My brain doesn't buy it as well as instantly switching gun hands or even that guy in SF3 switching which arm is amputated!
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eliasdaler
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« Reply #3653 on: April 03, 2015, 02:43:49 PM »

sure Smiley Game looks great btw. good luck.

Thanks, good luck to you too. Smiley
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Theon
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« Reply #3654 on: April 03, 2015, 03:00:21 PM »

Now officially working on an RTS (no name yet).
Here are some animations for a couple of the buildings.

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0x0961h
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« Reply #3655 on: April 04, 2015, 01:09:43 PM »

Dimensional fun has been doubled.

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ProgramGamer
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« Reply #3656 on: April 04, 2015, 02:35:57 PM »

Dimensional fun has been doubled.


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xix
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« Reply #3657 on: April 05, 2015, 12:58:59 AM »


I improved attack animation. It definitely looks a lot better, but what can I do to make it even more awesome?

Definitely looks a lot better.

A couple of things:

1) Pacing. Think about comic books and how awesome they are. You hardly see the punch hitting anything. It's all anticipation and resolution with just a little inbetween. If you look at your favorite 2D fighting game sprites, you'll see that they do the same thing. There's a startup, a short amount of hitframes, and then a recovery stage. I'm not saying don't have your frames in the middle at all, but more windup and cooldown help build the anticipation.

2) The trail is weird. I'd do it in grey, and I'd make it thicker by the hammer and thin out as it traces back to its previous location. If you insist on keeping it yellow, have the hammer glow yellow during the windup. You'll want to do some self lighting, too. A bright yellow streak following your hammer will make things glow.
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Azure Lazuline
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« Reply #3658 on: April 05, 2015, 01:05:31 PM »

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sam_suite
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« Reply #3659 on: April 05, 2015, 04:53:02 PM »


Made a pause/controls screen!
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