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TIGSource ForumsCommunityDevLogsCRAWL: arcade dungeon crawler where your friends control the monsters
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Author Topic: CRAWL: arcade dungeon crawler where your friends control the monsters  (Read 208650 times)
Purcy
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« Reply #40 on: August 12, 2013, 09:40:42 AM »

Keep up the great work!
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louisdeb
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« Reply #41 on: August 12, 2013, 10:33:55 AM »

That fire animation is super slick.

SUPER HARSH CRAZY CRITICISM THAT YOU SHOULD IGNORE BUT IT SLIGHTLY BUGGED ME:
Fire anim is really cool but the final particles should be less circular in my opinion. But obviously that's such a tiny thing you shouldn't worry about it unless you notice it and it bugs you.

Looks good so far! Will be watching.
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Tuba
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« Reply #42 on: August 12, 2013, 11:25:58 AM »

Looks awesome. The monsters look kinda gruesome which is great and different from most pixel-art games we have nowadays.
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barneycumming
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« Reply #43 on: August 12, 2013, 05:46:08 PM »

wow I'm really stoked you guys are enjoying the animations Smiley  it's been fun doing weapon combos at that resolution!  

there's definitely challenges with the low res, but I love how quick it is to draw an arm or a leg in a new pose- it means I spend 95% of my time designing the poses/animation and only 5% struggling with the actual drawing- trying to draw a foreshortened leg or whatever.

hey Tuba thanks for the comment!  I've definitely been trying to go in that direction- trying to avoid a cartoony look and stay away from the colorful high fantasy of wow and stuff like that... where possible I'm trying to go for Lovecraft rather than Tolkien.

Actually a lot of the monsters and effects posted so far (and in the gameplay video) went into the game without any thought to overall color/composition, as i was just focused on getting the mechanics working at the time... so I've been going through and palletizing things to get rid of the garish bright/clashing colors I let in there... trying to retain a more gothic vibe

for example:


louisdeb- hey thanks for the critique, I do see what you mean... I think this relates to what I was just saying about trying to avoid a cartoony look- it does get looking a bit too cartoony going into such round blobs like that...

ideally it would go more wispy after the "thick smoke" stage, but I'm not sure I can pull that off at the resolution... I might revisit though and try to get it dispersing in a less cartoony fashion thanks Smiley

still planning on reworking this guy:


to get rid of the big cartoony eyes and make him more lovecraftian...


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barneycumming
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« Reply #44 on: August 12, 2013, 06:24:16 PM »

and here is a little pixel dump-

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akoluthic
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« Reply #45 on: August 12, 2013, 06:33:01 PM »

Mother of god..... Kiss
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Twitter | Soundtrack and trailer composer - worked on:CRAWL, Soviet Jump Game (Game Grumps), PULSAR: Lost Colony, and others. Currently solo developing Chrysalis
Chis
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« Reply #46 on: August 12, 2013, 07:03:05 PM »

This is ridiculously good and you are ridiculously good. also thanks for the blog post on animation, it was very enlightening!
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Fervir
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« Reply #47 on: August 12, 2013, 07:18:44 PM »

I love the animations.
So expressive.
Very interesting thing going on with the 4 player mode.
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barneycumming
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« Reply #48 on: August 14, 2013, 08:22:50 AM »

thanks so much guys, really stoked to get encouraging feedback for these pixel monsters and anims!

i did a blog post showing the working process i found useful for more complex anims

http://www.powerhoof.com/walk-anim/

here are the gifs:











i explain the process a little in the blog post, but you probably get most of it just from the gifs Smiley
« Last Edit: August 14, 2013, 08:34:29 AM by barneycumming » Logged

Purcy
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« Reply #49 on: August 15, 2013, 06:21:18 AM »

Awesome! Still waiting for a video of you making your art Wink
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JasonPickering
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« Reply #50 on: August 15, 2013, 07:18:18 AM »

Thanks for the post about your process. I love to see stuff with animation and you have really made me want to start using larger sprites.
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Dayvi
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« Reply #51 on: August 15, 2013, 08:37:19 AM »

Very interesting to see the process!
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ITS_Mike
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« Reply #52 on: August 15, 2013, 08:38:50 AM »

You really managed to give it that old-school arcade game feel Smiley  That's something I've become quite interested in recently, due to my current project.  Do you have any tips on how you did it?
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DanielSnd
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« Reply #53 on: August 15, 2013, 09:35:03 AM »

I love both the art and the idea ^^ it's going to be awesome to play it with some friends.
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pwei
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« Reply #54 on: August 15, 2013, 11:44:18 AM »

game looks awesome; am looking forward to this!
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Aquanoctis
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« Reply #55 on: August 15, 2013, 01:20:30 PM »

Christ almighty.
You did a really good job at capturing so much character in the limited amount of pixels you have.
And, because I don't think anyone else has mentioned it yet, your animations are great.
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happymonster
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« Reply #56 on: August 15, 2013, 01:43:53 PM »

Amazing work!!  Kiss
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hube
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« Reply #57 on: August 15, 2013, 05:21:13 PM »

Animation can add so much to the game - it really is the make or break point for many indie titles when it comes to polished gameplay that immerses the player. Spectacular.

I need to work more on my animations... Smiley
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Seiseki
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« Reply #58 on: August 15, 2013, 06:08:26 PM »

Can't believe no ones thought of this idea, it's awesome!
Brilliant animations too!
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Sc00bz
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« Reply #59 on: August 20, 2013, 07:55:26 AM »

This looks amazing Your animation skills are top notch. Looking forward to seeing more of it.
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