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TIGSource ForumsDeveloperArt (Moderator: JWK5)Mockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 2634072 times)
Bree
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« Reply #3960 on: November 18, 2011, 09:50:01 PM »

Another mockup bit, this time to show how the game actually controls.

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keoni29
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« Reply #3961 on: November 19, 2011, 10:09:49 AM »

Workin on some mockups, but I cant show you now coz my interwebs is too slow Cry
Edit:Mockups for HeroCore bosses on the TI84+ graphic calculator.






« Last Edit: November 19, 2011, 10:51:54 AM by keoni29 » Logged
RCIX
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« Reply #3962 on: November 19, 2011, 03:21:25 PM »

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ANtY
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i accidentally did that on purpose


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« Reply #3963 on: November 19, 2011, 03:30:26 PM »



Very quick Gabriel Verdon's insprired game mockup (anyone willing to code this?  Well, hello there! )
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MadWatch
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« Reply #3964 on: November 20, 2011, 02:09:38 PM »

Testing another art style.



Previous attempt here

 Roll Eyes
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J. R. Hill
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hi


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« Reply #3965 on: November 20, 2011, 02:23:23 PM »

I would buy a game in either art style.
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hi
rivon
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« Reply #3966 on: November 20, 2011, 02:27:42 PM »

The previous version looked better in some way. At least I like it more. The newer one has nice backgrounds tho.
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Painting
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« Reply #3967 on: November 20, 2011, 02:34:26 PM »

The newer one is pretty, but I like the previous version way better. Much more crisp and defined, catches the eye better.
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kato9
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« Reply #3968 on: November 20, 2011, 02:40:46 PM »

@MadWatch Gotta say the pixelly ones look much better to me. This one is a little bit of a visual overkill, the other ones seem more refined in their simplicity.
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ANtY
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i accidentally did that on purpose


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« Reply #3969 on: November 20, 2011, 03:05:30 PM »

I like the second one more, fuck those pixel lovers.
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Theophilus
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« Reply #3970 on: November 20, 2011, 03:35:16 PM »

The second one's good. Maybe a wee bit bright and distracting.
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:^)
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wat a hell


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« Reply #3971 on: November 20, 2011, 04:02:56 PM »

@madwatch:

The first mock ups are bold and easy to read.

The second ones are nice but muddy and overdone.

I'd say take the pallet from the pixel version and pop it into the newer version. Just keep it clear and don't overdo the layering and textures.
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cystem glitch
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« Reply #3972 on: November 20, 2011, 04:37:32 PM »

the background looks amazing now, but the girl's simple 3 color makeup no longer jibes
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You told me, never to limit myself to one style...to use any move that works...TO KEEP AN OPEN MIND!
TNERB
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gamez stink


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« Reply #3973 on: November 20, 2011, 05:15:22 PM »



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Belimoth
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high-heeled cyberbully


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« Reply #3974 on: November 20, 2011, 05:22:33 PM »

Is that. a sword being used as a gun? Kiss That's ridiculous.
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Ashkin
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« Reply #3975 on: November 20, 2011, 05:51:45 PM »

A stage where you run along moving tanks would be so great. Especially when they approach another group of tanks and begin firing shots at each other. Then you have to ride a cannon shot through the air and destroy the enemy tanks.
Man, tanks are just cool.
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Bree
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« Reply #3976 on: November 20, 2011, 06:01:47 PM »



Here's another mockup for the Viking fighter I'm working on. This is the customization menu players see when selecting their character. Tapping an area of the statue for your character brings a scroll with the corresponding parts. Players can use their finger to roll the scroll up and down to see more parts, and can choose to buy more parts using coins earned from battles in single player and multiplayer.
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Shackhal
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Like a child with toys


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« Reply #3977 on: November 20, 2011, 09:42:56 PM »

@TNERB: Did i see warriors with a sword-gun, a fire-proof shield and a jetpack?! That looks awesome!! I have to say that i would like to see it in a game Kiss
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XRA
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« Reply #3978 on: November 20, 2011, 11:03:36 PM »

Testing another art style.


Previous attempt here

 Roll Eyes

Hey I like where you're going with the new style!  Are you thinking of defining more of the up-close / foreground parts?  For example I really like her legs, they look appropriately defined and crisp, but then if you compare how the legs look to certain parts of the hair for example, the hair looks fuzzy and unrefined (considering that it is at the same depth as the legs/rest of the character). 

The same can be said for the background, it fairs really well off in the distance but the black silhouette foreground stuff seems like it could be crisper and have finer details to help separate them / pop, I'm not sure what the word is I'm looking for but it might be similar to how with painting you might desaturate stuff far off on the horizon.   I feel like the higher the resolution the more important line weight stuff becomes.
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Player 3
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« Reply #3979 on: November 21, 2011, 02:47:51 PM »



Here's another mockup for the Viking fighter I'm working on. This is the customization menu players see when selecting their character. Tapping an area of the statue for your character brings a scroll with the corresponding parts. Players can use their finger to roll the scroll up and down to see more parts, and can choose to buy more parts using coins earned from battles in single player and multiplayer.

We demand you hire an iOS programmer, pronto! And one for Android tablets. Can't forget the 99%, or else we'll occupy your front lawn!
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