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1388766 Posts in 66639 Topics- by 59315 Members - Latest Member: VisionaryGames

March 06, 2021, 03:15:50 PM

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TIGSource ForumsCommunityDevLogsOmen of Duality - Super Hydlide/Ys/Zelda inspired
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Author Topic: Omen of Duality - Super Hydlide/Ys/Zelda inspired  (Read 13186 times)
Prinsessa
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« Reply #140 on: February 22, 2021, 01:39:25 PM »

Agreed! But not entirely sure what I'm looking at inside the house, pots, a counter? But what are all those things to the left with round edges? o:
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SolS
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« Reply #141 on: February 25, 2021, 09:33:28 PM »

Thank you both, those are just weird oval storage looking containers meant to look a bit unfamiliar.

Added in what I have of tiles for this area. I'm going to try testing parallax on screen transitions next. And also probably animate the background a bit to make the clouds and water move.

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Alain
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« Reply #142 on: February 26, 2021, 12:43:04 AM »

Nice atmosphere and lighting in the screenshot!

I don't know how you do it, but your creatures consist only of a couple of animated pixels and yet look sooo intriguing to me. What is that creature we can see here?
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Prinsessa
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Ava Skoog


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« Reply #143 on: February 26, 2021, 02:49:39 AM »

Ahhh, that sunset is gorgeous. Looking forward to animation. Glittering water? Kiss

The indistinct nature of some of the sprites can be fun, like making out shapes in clouds. To me that looks like someone wearing a skull mask slouched over, riding some blue creature. Shocked
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Alain
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« Reply #144 on: February 26, 2021, 03:17:24 AM »

The indistinct nature of some of the sprites can be fun, like making out shapes in clouds. To me that looks like someone wearing a skull mask slouched over, riding some blue creature. Shocked

That analogy to making out shapes in clouds nails it. I've never made pixel art but I am sure it is not easy to find the sweet spot of details (starting with pixel dimensions) that there are enough details to spark interest and still leave a lot of space for the viewer to interpret things.
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SolS
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« Reply #145 on: February 27, 2021, 09:00:57 PM »

Finding shapes in clouds is also really how I find new tiles while experimenting with graphics as well. Overlapping less detailed bits to find new textures and details. Sometimes I'll look at unused older experiments and see something new I could use.

The blue enemy is directly based on the spiders from the tower in Super Hydlide, A blue spider with a small gem looking eye in the middle.

Anyways thanks again!

Got parallax mostly working on transitions. Still need to tweak some things, it's not always even where it lands...

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Prinsessa
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Ava Skoog


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« Reply #146 on: February 28, 2021, 08:04:18 AM »

Nice! Grin
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SolS
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« Reply #147 on: March 02, 2021, 08:55:18 PM »

Testing the background animations. The water needs to be touched up a bit and I'm thinking I'll only make the clouds move at certain times, like dark windy storms at night but then calm stillness during the day.




Also added in the blue/silver border for the frozen coast and a few other locations.

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Alain
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« Reply #148 on: March 03, 2021, 12:00:08 AM »

You seem to be very deliberate when adding the background animations, which is great I think. Your art style has a lot going on concerning details and with that cautious way you make sure the animations are not overpowering the sweet look you already have.
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SolS
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« Reply #149 on: March 04, 2021, 02:37:20 AM »

Thanks, I often think of this as a Super Hydlide fan sequel so it's partially just what I'd expect to see in that when it comes to the balance and feel of things.

Here's some unfinished frozen sea volcano mockups.







Also found an alternate version of the previous volcano mockup.

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Prinsessa
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Ava Skoog


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« Reply #150 on: March 04, 2021, 02:48:52 AM »

I've gotten so used to seeing nearly monochromatic washed out palettes now that the first and last of these are really jarring haha. I think number three is my fav. Also crystal graphics are really pretty. Kiss
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