Christian
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« Reply #40 on: September 14, 2017, 06:32:01 PM » |
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A friend suggested that I should post some stuff online, that people getting interested in it will motivate to continue working on it. And I did. Posted it in groups of tens of thousands of people. Got 7 likes from my friends. Hell of a disappointment. Twitter doesn't work. Instagram, tumblr, too.In fact, nothing works. I considered different problems. But even after inspecting everything, like the correct hashtags, the best time of the day to post and so on, I still got little to zero interaction. 1) Don't take the lack of social media reaction as lack of interest in your work. You don't even have a trailer yet. You don't have many followers. Hundreds, thousands, of others are using those same hashtags. It's not a rebuke of your game, or your effort. It's the nature of having an early concept still early in development. Even the big games here, that would get tons of retweets and followers like Rain World or Megasphere, didn't start out getting tons of social media interaction. 2) Your game have a very distinctive and promising pixel art aesthetic and atmosphere. It would be a shame to see it go anywhere
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stewiepixels
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« Reply #41 on: September 15, 2017, 01:40:12 PM » |
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Thanks everyone for the words and suggestions. -nathy grrrl - really good posts, thank you, was a good read. I'll just go on with it and see where it takes me Here's a work in progress while I take breaks from working on the animations. I'm thinking to have these unique monuments in every power up room, this way to make make the room more memorable and distinct, as well as contributing to the lore and story of the game.
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stewiepixels
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« Reply #42 on: September 22, 2017, 03:22:37 AM » |
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still busy animating and learning by doing. Here's the run cycle and stopping. STill very rough, static hair and noisy pixels everywhere. WIll polish everything at the end. Would like to know what you think.
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RobTSD
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« Reply #43 on: September 22, 2017, 04:55:22 AM » |
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Your art is stunning!
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Frankienaitor
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« Reply #44 on: September 22, 2017, 11:19:16 AM » |
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Oooh, this looks sweet :D just read up on your project a bit. Motivation dwindling away is very recognisable. In my opinion the best you can do is just keep chipping away at it. You will hit unexpected breakthroughs eventually. Those moments when it all comes together make it all worth it imo Also, I wish I could sprite like you. That shits gorgeous
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stewiepixels
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« Reply #45 on: September 22, 2017, 12:18:02 PM » |
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thank you Regarding motivation - it comes and goes, it doesn't matter anymore. I'm trying to be disciplined now.
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stewiepixels
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« Reply #46 on: September 24, 2017, 09:03:24 AM » |
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ok, tried to record a small gif - didn't go well cause my pc is slow. In result - sever frame drops, but it's actually pretty smooth when not recording. Still small refinements will be done to each animation, but only after I put all of them first in the engine and see how they feel and look.
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ydobemos
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« Reply #47 on: September 24, 2017, 09:16:20 AM » |
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That looks pretty cool. I think it would be neat if she became darker when leaving the well-lit area.
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Frankienaitor
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« Reply #48 on: September 24, 2017, 11:21:59 AM » |
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Dude, I love it The colours, the reflection, the vibe, the whole deal What's the screen-render resolution if i may ask? 800 * 400?
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stewiepixels
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« Reply #49 on: September 24, 2017, 01:19:02 PM » |
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thank youu the screen res is 360* 640
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« Last Edit: September 24, 2017, 05:40:28 PM by stewiepixels »
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lowpoly
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« Reply #50 on: September 24, 2017, 07:14:32 PM » |
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hey this looks great, really dig the animation! I actually like that it's visually somewhat messy, makes it feel a bit more painterly. Maybe dim down the reflection a bit?
keep at it!
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stewiepixels
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« Reply #51 on: September 25, 2017, 08:28:56 AM » |
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thanks @lowpoly - definitely going to tweak the water reflection a lot. Now working towards keeping this painterly look (since a lot of people said they liked it) but at the same time to have a bit of polish on it.
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mr.3nygma
Level 0
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« Reply #52 on: September 25, 2017, 09:34:10 AM » |
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Your artwork is beautiful. Try getting a vertical slice of the game done and pitch to investors.
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stewiepixels
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« Reply #53 on: September 25, 2017, 10:19:20 AM » |
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thank you, @mr.3nygma, working towards having a small demo and then see where it takes me. - trying to come up with some interesting monsters. Still exploring. Made a lot of them, these are the ones I prefer so far, but still not 100% there.
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Romain Rope
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« Reply #54 on: September 25, 2017, 12:28:30 PM » |
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Man this is good !
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stewiepixels
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« Reply #55 on: September 28, 2017, 08:28:24 AM » |
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rough jump. I think I'll finish all the main character's animations and test them in the engine before I go back and polish them. Next anim will be roll/dodge.
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joey4track
Level 1
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« Reply #56 on: September 28, 2017, 08:56:26 AM » |
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Looks good! Very fluid.
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tanis
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« Reply #57 on: September 28, 2017, 01:45:49 PM » |
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Your art style is awesome, and you’ve got damn good at animating the character too. What’s the final gameplay be like? Just a standard platformer or are you planning something special?
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stewiepixels
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« Reply #58 on: September 28, 2017, 02:37:04 PM » |
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are you planning something special?
hey thanks. I actually have a short game design and everything planned in general lines. In short, I'm of course inspired by metroid games in terms of map, progression, weapon upgrade and so on, but for the combat I didn't want to have the standard run and jump. Seems overpowered to me. Therefore I'll make the character more vulnerable. Meaning I'll add a energy bar for the weapon(wich has a cooldown time) : different attacks consume different amount of energy. The weapon damage won't be too big. All this combined with a dodge/parry mechanic (wich I think will be a roll) and a melee attack. Sooomething along these lines.
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alvarop
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« Reply #59 on: September 28, 2017, 02:41:32 PM » |
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I'm into this. tracking!
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