Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1327956 Posts in 60042 Topics- by 51313 Members - Latest Member: kretz32

January 18, 2018, 11:18:36 pm

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogs◣◢ Meawja — An 8-bit ninja adventure of a black cat!
Pages: 1 2 [3]
Print
Author Topic: ◣◢ Meawja — An 8-bit ninja adventure of a black cat!  (Read 3635 times)
Devi Ever
Level 2
**



View Profile WWW
« Reply #40 on: December 28, 2017, 01:21:26 am »

Looking great! :D
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #41 on: December 28, 2017, 09:15:39 am »

Looking great! :D

Thank you!
Logged

Sundrop
Level 1
*


Grandma cooks best!


View Profile
« Reply #42 on: December 28, 2017, 10:36:47 am »

The art looks so good! Really like the fluid motion of the Meowja too!  Gomez
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #43 on: December 28, 2017, 01:05:26 pm »

The art looks so good! Really like the fluid motion of the Meowja too!  Gomez

Thanks a lot! The hero was the first thing I ever animated in pixel art, I'll make a full rework on him once we finish the game.
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #44 on: January 03, 2018, 06:10:05 pm »

Mini-log #21 - Training Stage Remake [Jan/03/18]

Whoa, this took longer than expected, but there's the mini-log I promised. We remade all the Training Stage, aiming to better teach the player about the mechanics. The original stage was OK on that, but it failed in teaching that you can actually block projectiles with the sword and shuriken. The idea was adding arrows on a straight path so the only way to not take damage would be hitting the arrow. It failed on the original level because the path was too short so many players tried only to avoid the arrows instead of hitting them:





Also, there where no way you could predict when the arrow would come, unless you got used to the timing (what we agree, was too fast).

The new version has longer paths and now the arrow holes are better marked. What is better: it has an anticipation so the player can see when the arrow will come.






This is the main change of the stage, the other parts are more simple and projected to show the treasure chests better than before. I'll be adding more details to the scenario as well.
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #45 on: January 10, 2018, 07:08:19 pm »

Mini-log #22 - Cave Worm death animation remake [Jan/11/18]

Greetings, ninjas!

These days I worked hard on remaking an old death animation from the first miniboss: The Cave Worm. This guy was my first big animation and I remember taking 1 full month to complete it. Its death, at the time, was like any classic game: explosions! The defeated worm exploded and faded like the old times. It was OK, everyone loved it. But as the project continued, I got more skilled as an animator and soon the explosion death looked out of place. It just felt that it did not belong to the game anymore. So we decided to remake it.

The main problem with this remake was that I made the original one with Photoshop, and today I use Aseprite for almost everything. That means the PS file it was a big, BIG mess, especially because I was really a beginner. So I could not use the same file from 1 and a half year ago because, obviously, I have no clue how to deal with those tons of layers I have created. I don't even know how I did it. Even the colors were placed in different layers than the lineart. With that in mind, I decided to use Aseprite that is way, WAY better than PS to work with pixel art animation IMO.


Original animation:



New animation:



A fun thing is that I just had the idea to put out the Worm lights because, well, I was lazy. The original file had the lights on a separated layer, and even if I decided to make those light effects again, I would have to deal with it through all the animation process. So I decided to get rid of those lights and, well, turned out just fine, even more interesting.

I took around 4 hours to complete it and the full animation has 34 frames.
« Last Edit: January 10, 2018, 07:22:52 pm by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #46 on: January 11, 2018, 06:44:34 pm »

Greetings, ninjas!

Today I worked on a light effect, we needed something to show where the player should step in order to end each stage after a boss fight. It is still something that we'll test and see how it works in-game. The animation is really simple, no need for something too fancy:




With this completed, I decided to move to the Archive arts. They will all be pixel art but I like to do a traditional drawing for reference before. I could make the pixel art from the start but for some reason it does not turn out so well.

The first art, of course, will be the game hero. I spend a lot of time adjusting the pose, probably tomorrow I'll find some problems but for now this is what I have:



« Last Edit: January 11, 2018, 06:51:41 pm by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #47 on: January 12, 2018, 02:28:59 pm »

Greetings, ninjas!

The arts for the Archives are being developed at full steam. Below is the process of creating the Hero art:




With the hero art done, I started to sketch the pose for Master Tao:

Logged

Pages: 1 2 [3]
Print
Jump to:  

Theme orange-lt created by panic