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TIGSource ForumsCommunityDevLogsPocket Kingdom - puzzlevania. Available on Steam and now on App Store too!
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Author Topic: Pocket Kingdom - puzzlevania. Available on Steam and now on App Store too!  (Read 31836 times)
08--n7.r6-79.84
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« Reply #20 on: September 22, 2015, 02:10:15 AM »

One of the first mockups:



I like this simplicity and think we have to make one location in this style.
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« Reply #21 on: September 22, 2015, 07:19:22 AM »

Looking good!!

Loving the palette.
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08--n7.r6-79.84
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« Reply #22 on: September 22, 2015, 12:23:55 PM »

Looking good!!

Loving the palette.

Thanks! I really glad that you like it. Smiley
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08--n7.r6-79.84
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« Reply #23 on: September 26, 2015, 01:45:14 AM »

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08--n7.r6-79.84
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« Reply #24 on: September 28, 2015, 08:09:28 AM »



This is transition location between the start (at the bottom) and the city (on the left):



Therefore I painted the city in the distance, in blue haze (just clasped buildings color from the next location and color of castle's haze from the start) and left a piece of the sky from the previous location. I asking about the array of houses - whether it is not too laconic and simple? And whether it is not too different from the style of buildings from next screen? What do you think?
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« Reply #25 on: September 28, 2015, 09:41:48 AM »

Hot damn this is pretty.

I'm curious as how this plays. I know you say puzzles plus grid based movement. Got any gifs of the game in motion?
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« Reply #26 on: September 28, 2015, 10:38:52 AM »

Your art style is awesome! Looking forward to see more.
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lobstersteve
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« Reply #27 on: September 28, 2015, 11:29:42 AM »

shit, that looks cool again  Smiley
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« Reply #28 on: September 28, 2015, 11:33:22 AM »

Love the style, looking forward to seeing more! I'm curious about the gameplay too Smiley
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« Reply #29 on: September 28, 2015, 11:50:11 AM »

The art style looks neat, but the text scroll in the dialog is WAAAAAAAAAAAAAY too slow.  Maybe have it go syllable by syllable instead of letter by letter?  It would give more punch to each word.
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08--n7.r6-79.84
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« Reply #30 on: September 29, 2015, 09:19:29 AM »

I'm curious as how this plays. I know you say puzzles plus grid based movement. Got any gifs of the game in motion?

Thanks! I will try to record a video this week, hope this helps!

dmarqs, lobstersteve, thank you, guys!

I'm curious about the gameplay too Smiley

It more looks like Sokoban, player have to change location of objects on level to make way for the door, item or switcher. Will post some video soon, I promise!

The art style looks neat, but the text scroll in the dialog is WAAAAAAAAAAAAAY too slow.  Maybe have it go syllable by syllable instead of letter by letter?  It would give more punch to each word.

Maybe, but I must say that in game it's going faster, besides player can speed up text scroll by second pressing of  button.
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08--n7.r6-79.84
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« Reply #31 on: November 12, 2015, 06:06:07 AM »

Simple location with simple puzzle.  Smiley



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08--n7.r6-79.84
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« Reply #32 on: November 13, 2015, 10:12:38 AM »



Location that connect "Old City" and "Meadow" settings.
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« Reply #33 on: November 13, 2015, 10:26:14 AM »

Nice looking.
Just my 2 cents - In my opinion you should change the color of the backgrounds, in many pictures it looks too similiar to the actual tiles.

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« Reply #34 on: November 14, 2015, 07:07:24 AM »

NJust my 2 cents - In my opinion you should change the color of the backgrounds, in many pictures it looks too similiar to the actual tiles.

Indeed, there is a problem. Will try to fix it, thanks!
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08--n7.r6-79.84
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« Reply #35 on: November 15, 2015, 04:22:38 AM »

Not the best my work, because there was little time on this, I still have to make a lot of stuff.



Also, I tryed to call "Amiga feel" with visual style of this game (not sure if this is the correct wording, please correct me if not).
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lobstersteve
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« Reply #36 on: November 15, 2015, 06:53:02 AM »

I really like them nevertheless.
You always had an intersting choice of colors
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« Reply #37 on: November 15, 2015, 07:32:38 AM »



That's really nice, but, if you want my opinion, I think it would look much smoother if the layout of dialog window reflected the current facing of the speaker (especially in a dialog with alternating lines by different speakers).

E.g., in the above, as the speaker is facing left, I would flip the face portrait, place it on the right side of the window, with the text on its left, possibly right-justified.

Also, I would accelerate text pace by a solid x2.
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« Reply #38 on: November 15, 2015, 10:08:04 AM »

I don't think it looks too amiga'eque because you use a lot of hues in your shading Smiley

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08--n7.r6-79.84
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« Reply #39 on: November 16, 2015, 04:55:41 AM »

lobstersteve,  Coffee

mtarini, this is really goof idea! We definitly should try it, thanks!

I don't think it looks too amiga'eque because you use a lot of hues in your shading Smiley

Some of PK mockup's contains limited palettes, for example these two contains 23 and 20 colors:





But since I'm not draw only game graphics, but also make other things - level and puzzles design, script's and object's setting, etc - all this takes time and that's why it's hard to keep limited palettes.

Anyway IMHO I succeeded to convey "Amiga feel", well maybe it's subjective thing, therefore you have a different opinion on this matter. Besides, I didn't say nothing about Amiga restrictions, only about "Amiga feel".  Smiley
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