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TIGSource ForumsCommunityDevLogsMable & The Wood
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Zorg
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« Reply #220 on: February 16, 2016, 06:30:59 AM »

Page turn. I was responding to this:
Well talk about a crazy weekend. Hadn't had a moment to work until tonight, but, here is what I've been able to scrape up over a few hours. It needs a lot of polish, but what do you think thus far?



and link to just black text + no hidden by mountain effect: http://i.imgur.com/hvKduFa.png

I like the font and the background text effect with the mountains, too. But the previous (higher) position of the title was better, imo. I have the urge to move the title upwards, especially if you would like to re-add the character at the bottom.

Two very fast thumbnails:

Happy accident: Trees with different widths create depth.
« Last Edit: February 16, 2016, 06:49:07 AM by zorg » Logged
io3 creations
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« Reply #221 on: February 16, 2016, 10:50:06 AM »

Hmm yeah that's disappointing. Particularly the leaves (I was aiming for a Ferngully vibe with that - guess that's a no no now), other than that it's only as similar as stuff like No Man's Sky and Monument Valley (distant mountains seems to be a pretty common theme for video game boxes).

What does everyone think? Change it again? Still got a few weeks to come up with something else.
It's a good question how many people would notice the similarities between the leaves (and somewhat similar colors).  But the trees would most likely give your image a different look.  Especially, since that image seems to be only a promo image.  Here's the Steam store header:

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and
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« Reply #222 on: February 16, 2016, 11:32:34 AM »


Happy accident: Trees with different widths create depth.

I really like the 2nd one on here, particularly as I'll be adding Mable back in to the image. I think it adds balance to the picture and I agree that the canopy adds depth, so I'll extend that across the top.


It's a good question how many people would notice the similarities between the leaves (and somewhat similar colors).  But the trees would most likely give your image a different look.  Especially, since that image seems to be only a promo image.  Here's the Steam store header:



Yeah the trees and Mable herself will make it different enough I think. The leaves definitely need dropping. At first I'd thought of having a giant leaf behind the logo but it looked meh.

I don't think I need the leaves though now that there's a nice font.

The colours I'm not worried about. It was always going to be a primarily blue image so the font colour has to be that side of the spectrum to stand out at all. Not sure why they've used yellow wood but it does stand out nicely against the sky (as a side note: I really like their clouds).

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« Reply #223 on: February 16, 2016, 11:52:34 AM »


Just working on making sure all of the creatures are safe underground.
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io3 creations
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« Reply #224 on: February 16, 2016, 01:32:27 PM »

I really like the 2nd one on here, particularly as I'll be adding Mable back in to the image.
I agree.  I like how her red/green colors pop against the background in the images on the previous pages.

Not sure why they've used yellow wood but it does stand out nicely against the sky (as a side note: I really like their clouds).
Depending on the wood and the varnish, you can get some unusual colors. Smiley

As for the game, if you look at the preview images at http://store.steampowered.com/app/413150/  the game has a cartoony feel.  So, the "unusual" wood color in the thumb image likely both helps to attract the eye and also guide expectation that the game has a non-realistic visual style.  Just a guess, but for me it works overall.


Just working on making sure all of the creatures are safe underground.
Yes, safety first!   ... at least until they encounter a *certain person* with a certain sword. Grin

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chriswearly
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« Reply #225 on: February 16, 2016, 01:56:03 PM »

Ooh yeah I like that edit, zorg. I was placing the text as best as I could with the BG I was given. But yeah, the larger canopy + forward placement of the font works much better. As soon as I get the font smoothed out, and Andrew gets a BG he likes, he'll be golden Smiley
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« Reply #226 on: February 17, 2016, 01:06:06 AM »

Ooh yeah I like that edit, zorg. I was placing the text as best as I could with the BG I was given. But yeah, the larger canopy + forward placement of the font works much better. As soon as I get the font smoothed out, and Andrew gets a BG he likes, he'll be golden Smiley

Solid gold Smiley

Thanks again guys!
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« Reply #227 on: February 17, 2016, 11:58:13 AM »

ANNOUNCEMENT

I'm pleased to announce that music and sound duties are being picked up by Patrick and Zach of Fat Bard, who you may have heard recently in Blitz Breaker and Crashlands.

Check out this link right here for a sample of the forest theme.

Very excited to be having some awesome music in the game Smiley

Also, I added some more weather to the wood area:


You can follow Fat Bard @Fat_Bard on twitter, so do that Smiley
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io3 creations
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« Reply #228 on: February 18, 2016, 10:29:58 AM »

ANNOUNCEMENT

I'm pleased to announce that music and sound duties are being picked up by Patrick and Zach of Fat Bard, who you may have heard recently in Blitz Breaker and Crashlands.

Check out this link right here for a sample of the forest theme.

Very excited to be having some awesome music in the game Smiley

Also, I added some more weather to the wood area:


You can follow Fat Bard @Fat_Bard on twitter, so do that Smiley
Sounds great! (pun also intended Grin)  Definitely has that enchanting feel. Smiley

Overall, looking at the gifs with fighting, the music is a little bit more on the laid back and relaxing side than the action type music that I would imagine - at least during fighting.  There are a few parts where the music intensifies and those parts would have a better fit to the action parts.  Of course, things might be very different when actually playing the game with sfx also added. 

Or will you have another "action" track play during combat?  If I remember correctly, it was in the Rain World thread where someone mentioned how the Gunpoint game had matching tracks that would change as the situation changes.
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« Reply #229 on: February 18, 2016, 11:08:00 AM »

Thanks io3 Smiley

I'm REALLY happy with the way the music is going. The track there is for the general forest areas, which will be mainly exploration and traversal based in the full game, but there are certainly a few little tricks to make it more aggressive sounding when the combat sections are more intense (fading into a percussive version of the track for example) although this isn't something I've really thought too much about (yet - it's on the to do list Wink)
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io3 creations
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« Reply #230 on: February 18, 2016, 11:37:38 AM »

Thanks io3 Smiley

I'm REALLY happy with the way the music is going. The track there is for the general forest areas, which will be mainly exploration and traversal based in the full game, but there are certainly a few little tricks to make it more aggressive sounding when the combat sections are more intense (fading into a percussive version of the track for example) although this isn't something I've really thought too much about (yet - it's on the to do list Wink)
Great!

I was going to ask if perhaps that music was intended for parts where you tend to primarily move around and explore ... but seems like I forgot.  Regardless, you did answer my question. Grin  The sample track definitely a good fit for those.

Using some form of more aggressive music during combat is also on my long time To Do list, so I'll be looking forward to what you come up with. Wink
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« Reply #231 on: February 18, 2016, 11:44:04 AM »

Yeah I've not had a proper in depth chat with Patrick about it yet but I'm pretty confident we'll come up with a good solution (which I'll obviously share with all of you good people!)
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« Reply #232 on: February 19, 2016, 06:49:14 AM »

Yeah I've not had a proper in depth chat with Patrick about it yet but I'm pretty confident we'll come up with a good solution (which I'll obviously share with all of you good people!)

You're using gamemaker right? As far as coding, it shouldn't be too complicated at least. As long as you have several music tracks with different moods you could play one at full volume and another at 0. Then you just switch the volume of the tracks or fade them into each other like you were thinking.

There is also audio_sound_get_track_position and audio_sound_set_track_position to play a track at a given time position if you want to avoid several tracks playing at the same time.

Music sounds great by the way!

   
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Bakuda
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« Reply #233 on: February 19, 2016, 08:57:56 AM »

This looks breathtakingly beautiful!  I love the style and animation, and the backgrounds are stunning.  You've picked up another follower, my friend!
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« Reply #234 on: February 20, 2016, 12:24:34 AM »

This looks breathtakingly beautiful!  I love the style and animation, and the backgrounds are stunning.  You've picked up another follower, my friend!

Thank you! That's always great to hear Smiley


There is also audio_sound_get_track_position and audio_sound_set_track_position to play a track at a given time position if you want to avoid several tracks playing at the same time.

Music sounds great by the way!


It does, doesn't it? I'm really really happy with what we've got so far. It feels like something I can truly appreciate too because I didn't do it myself Wink

I didn't know about those functions either, so I'll definitely incorporate those to keep it as optimised as I can.

Oh and I animated a bat - this is more of a swarm enemy for the underground locations. This is what it looks like at the minute:

The gif doesn't loop right and it needs some tidying up, but it's about right.

Right. Time to grab some breakfast and then I'm animating one of the boss monsters and a few other things, so hopefully all of the art and animation for the trailer will be done today!

Wish me luck...
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chriswearly
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« Reply #235 on: February 20, 2016, 01:17:19 AM »

How soon do you need the title screen done then? Sorry I've been slackin' :/
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« Reply #236 on: February 20, 2016, 01:31:04 AM »

Ideally by the 26th Feb so I can use it in the trailer, but I'll just use a placeholder one if not so don't worry if you've not got the time.
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« Reply #237 on: February 20, 2016, 06:27:28 AM »

Here's a first draft of the spider boss:


If you decide to track her down and kill her, you get the ability to choose spider form instead of faerie form when you start a level (a bit like the masks in Hotline Miami but they change the way you can move through a level).

Or you can avoid her (and all of the roaming bosses) altogether. You just don't get cool new shapes to try out then.

I have about 40 minutes left before I need to get ready to go out. Think I can get an idle animation done in that time?

 WTF
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oldblood
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« Reply #238 on: February 20, 2016, 08:06:10 AM »

Really cool idea on being able to take different forms based on bosses you've beat. Love it!
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« Reply #239 on: February 20, 2016, 08:34:03 AM »

That spider looks absolutely rad ^^
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