Baobab
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« Reply #5920 on: December 29, 2012, 03:12:47 PM » |
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And it looks like the mountain is just a missing piece in a backdrop.
This made me think, maybe you could incorporate a theatrical motif in the gameplay somehow. Like a game where you play as some poor guy managing the props while the narrator gives you cues for what you need to do. If and when you fuck up somehow, it affects the story and forces the narrator to improvise. I guess the goal would be to keep the viewers amused, otherwise you'll get a game over screen with tomatoes raining at the stage.
Interesting idea, but I already have the mechanics and theme pretty well laid out. This sounds like a solid idea on it's own though.
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sublinimal
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« Reply #5921 on: December 29, 2012, 04:18:16 PM » |
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Interesting idea, but I already have the mechanics and theme pretty well laid out.
Ah, that's great then. Thought it was one of those abstract mockups that only exist to demonstrate a graphical style. I can't help brainstorming some gameplay ideas whenever I see those.
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Belimoth
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« Reply #5922 on: December 29, 2012, 05:05:58 PM » |
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Sorry for poisoning how it reads y'all.
@solkar I like the little icons, can't say I've ever seen a "self-dialogue" choice system before. Could be neat.
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Ashkin
Guest
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« Reply #5924 on: December 29, 2012, 06:02:48 PM » |
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@dspencer Cool. The vastness of the space and the tiny creatures makes me think of Knytt.
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wademcgillis
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« Reply #5925 on: December 29, 2012, 07:11:13 PM » |
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Old/\ Click for bigger. New/\ Click for 2x.
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SolarLune
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« Reply #5926 on: December 29, 2012, 08:14:58 PM » |
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Small, but slick. Nice style - real cool. I like the new version, but the color choices could be improved. The dirt and grass is too light, to me.
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solkar
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« Reply #5927 on: December 29, 2012, 10:00:07 PM » |
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@dspencer those clear peaks in the background are too... clear. I would change them to a darker tone.
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Pixelgent
Level 1
Pixels and Polygons
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« Reply #5928 on: December 29, 2012, 11:56:16 PM » |
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Small, but slick. Nice style - real cool. Its at original gameboy restrictions that's why its so small.
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caffeine
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« Reply #5930 on: December 30, 2012, 08:47:16 AM » |
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What's the reason you gave up?
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sublinimal
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« Reply #5931 on: December 30, 2012, 09:20:00 AM » |
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Making an arena cave flier was like a rite of passage in the 90s Finnish shareware scene. Nowadays the genre's "dead", but I'm still rooting for its return in some modernized form. I wanted to draw an environment that has large clean areas contrasted with detailed sections... it turned out a step more cartoonish than what I had in mind, though.
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Belimoth
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« Reply #5933 on: December 30, 2012, 01:13:26 PM » |
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Mockups are only a means to an end, chop those up and make some spritesheets. Then you can brainstorm about what kind of game they'd fit in and what other kind of assets you'd need. Functional graphics are always more valuable than pretty pictures, and even if the games don't get made you'll benefit from the exercise. But those are all very pretty
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GentlestOfGentlemen
Level 1
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« Reply #5934 on: December 30, 2012, 01:27:51 PM » |
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Mockups are only a means to an end, chop those up and make some spritesheets. Then you can brainstorm about what kind of game they'd fit in and what other kind of assets you'd need. Functional graphics are always more valuable than pretty pictures, and even if the games don't get made you'll benefit from the exercise. But those are all very pretty Most of the time they start as spritesheets, and then I get bored because I know no programming, nor can I make player sprites to be a game artist! Thank you for the compliments though :D
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Code_Assassin
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« Reply #5935 on: December 30, 2012, 01:33:08 PM » |
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Mockups are only a means to an end, chop those up and make some spritesheets. Then you can brainstorm about what kind of game they'd fit in and what other kind of assets you'd need. Functional graphics are always more valuable than pretty pictures, and even if the games don't get made you'll benefit from the exercise. But those are all very pretty Most of the time they start as spritesheets, and then I get bored because I know no programming, nor can I make player sprites to be a game artist! Thank you for the compliments though :D You should consider learning how to program. Your art is great so if you became decent at programming, I'm pretty sure you would have a blast at making games
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Belimoth
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« Reply #5936 on: December 30, 2012, 01:34:28 PM » |
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Gamemaker is your friend.
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Alec S.
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« Reply #5937 on: December 30, 2012, 03:45:34 PM » |
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Code_Assassin
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« Reply #5938 on: December 30, 2012, 11:49:20 PM » |
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snip
I'm guessing some sort of game where you shoot passing pterodactyls(or whatever they are )? I like the color choice - it goes well with the orange background.
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GentlestOfGentlemen
Level 1
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« Reply #5939 on: December 31, 2012, 06:49:33 AM » |
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Mockups are only a means to an end, chop those up and make some spritesheets. Then you can brainstorm about what kind of game they'd fit in and what other kind of assets you'd need. Functional graphics are always more valuable than pretty pictures, and even if the games don't get made you'll benefit from the exercise. But those are all very pretty Most of the time they start as spritesheets, and then I get bored because I know no programming, nor can I make player sprites to be a game artist! Thank you for the compliments though :D You should consider learning how to program. Your art is great so if you became decent at programming, I'm pretty sure you would have a blast at making games I started learning java a while back but I didnt understand how I could relate it to making a game. I've completely forgotten it all now! I also have issues trying to actually com up with an idea for a game, other than jsut having pretty tiles.
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