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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 2634351 times)
FTLRalph
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« Reply #8360 on: August 21, 2014, 09:49:07 AM »







That screenshot and video might be the most gorgeous things I've ever seen in my entire life.
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jtfjtfjtf
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« Reply #8361 on: August 21, 2014, 01:17:17 PM »



Mockup I did for a PJ comp. First mockup i've done so I just took a lot of inspiration from FFV.
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rek
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« Reply #8362 on: August 22, 2014, 08:40:27 AM »









(Z-parallax? Is that the term?)
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Lee
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« Reply #8363 on: August 22, 2014, 09:05:44 AM »


Mockup I did for a PJ comp. First mockup i've done so I just took a lot of inspiration from FFV.

I like the background and sprites but I think you could have been more experimental with the interface. I like the earlier Final Fantasy's, except the grinding, but I never liked that white on blue gui (also blue screen of death, eugh). It also makes the Cyclops look washed out.
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Artifice Machine
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« Reply #8364 on: August 22, 2014, 10:47:10 AM »



Introduction stage mockup for fantasy platformer in full view, showing staring locations for characters and weapons. Select a character and retrieve your weapon. Stages loop horizontally, doors/passages are entered to go to other locations.

Journey into Mystic Dawn, a world plagued by eternal night. Survive ravenous beasts and undead horrors, challenge each of the four realms' overlords, and lift the curse of darkness. Will you choose the Guardian, Hunter, or Exorcist, and what powers might you unlock as you level up?

Anybody want to program?
« Last Edit: August 22, 2014, 11:19:41 AM by Artifice Machine » Logged
happymonster
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« Reply #8365 on: August 22, 2014, 10:55:56 AM »

The graphic tiles looks nice there Smiley
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Cellusious
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« Reply #8366 on: August 22, 2014, 01:06:25 PM »



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happymonster
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« Reply #8367 on: August 22, 2014, 01:23:03 PM »

Your work is always pretty abstract. I'd like to see you do more concrete designs? Smiley
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gimymblert
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« Reply #8368 on: August 22, 2014, 01:54:01 PM »

nop cell gonna cell and that's good
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Martin 2BAM
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« Reply #8369 on: August 22, 2014, 01:56:28 PM »



What is this? It's fantastic!
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Working on HeliBrawl
matwek
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« Reply #8370 on: August 23, 2014, 03:48:43 AM »







That screenshot and video might be the most gorgeous things I've ever seen in my entire life.
Thanks. We're hoping to get a gameplay demo up soon.
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jtfjtfjtf
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« Reply #8371 on: August 23, 2014, 08:50:20 PM »


Mockup I did for a PJ comp. First mockup i've done so I just took a lot of inspiration from FFV.

I like the background and sprites but I think you could have been more experimental with the interface. I like the earlier Final Fantasy's, except the grinding, but I never liked that white on blue gui (also blue screen of death, eugh). It also makes the Cyclops look washed out.

Thanks for the critique, i'll probably try different options next time.
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Joseph
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« Reply #8372 on: August 24, 2014, 09:09:42 PM »



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Lexonite
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« Reply #8373 on: August 24, 2014, 10:12:32 PM »

nice mockups, Joseph- could take that game concept all sorts of places; gmos, pesticides, etc, ..mutant food monsters.
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surt
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« Reply #8374 on: August 24, 2014, 11:39:22 PM »

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Real life would be so much better with permadeath.
PJ Gallery - OGA Gallery - CC0 Scraps
NazosSystems
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« Reply #8375 on: August 26, 2014, 01:13:17 AM »

Been working on this a while back. What do you guys think?

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Seiseki
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« Reply #8376 on: August 26, 2014, 02:19:14 AM »

@Nazo
Love those character sprites!
Some blocks like the wooden boxes and cracked stone breaks from the artstyle though. The Ground looks quite smooth and has AA, but those blocks look harsh in comparison, maybe because you used such soft edges on the ground.

@surt
Really nice stuff, a bit too dark for my taste, but really clean and neat.
The trusses could blend in better with the background though, if the player can walk through them.
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NazosSystems
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« Reply #8377 on: August 26, 2014, 02:47:46 AM »

@Nazo
Love those character sprites!
Some blocks like the wooden boxes and cracked stone breaks from the artstyle though. The Ground looks quite smooth and has AA, but those blocks look harsh in comparison, maybe because you used such soft edges on the ground.

Thanks for the reply!
I think I know what you mean. You see that is part of my game art style theory thing I got going on. Things that can be interacted with have a black outline, everything else like the background or the terrain doesn't. This, I think, will help the player subconsciously realize what can be interacted with and in consequence make him feel more at home. But you are right, they pop out too much. If I ever return to this project I will toy around with the brightness on those things.
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ompuco
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« Reply #8378 on: August 26, 2014, 11:40:43 PM »




I'm getting back to work on this project again (these are a little old but I haven't posted them here yet) and I'm still trying to get back to being fluent with designing stuff in the style. I've been able to write down a lot more ideas of environments and things to make for this (including some large urban areas and forests) so I have a much better idea of where I might go with this.
« Last Edit: August 26, 2014, 11:46:12 PM by Sajextryus » Logged

muki
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« Reply #8379 on: August 28, 2014, 05:49:13 PM »





These are terrifying.

It's what I imagine the end of all matter would look like.
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