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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 2630286 times)
Garv
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« Reply #9060 on: July 07, 2016, 12:13:17 PM »

Looks great so far! love the colors.
I'm not sure how to fill up the background with more details while keeping things reasonable to procedurally-generate.
I would totally add some background-wall items like
- old shields
- old tapestry
with that dark color similar to background bricks so they will make it look rich but not too colorful.
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Pteranodons
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« Reply #9061 on: July 10, 2016, 07:48:53 AM »



So we just finished our first 16 angle rotation design. We're upgrading from our original 8 to improve looks and feel of our gameplay. We aim to implant this in-game on all models in the next 2-3 weeks.
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Ahr Ech
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« Reply #9062 on: July 13, 2016, 02:23:38 PM »


Messing with sorta pseudo 3D looking stuff. Totally 2D, no perspective warping, just a stack of sprites.

@Antraxx
Man, that looks so good!
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Blueneonkid
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« Reply #9063 on: July 14, 2016, 05:34:21 PM »

Here's a REALLY rough mockup for one of the player character's gameplay in my upcoming game.

Done in Blender/Manga Studio in about several hours over the course of 2 days. Not at ALL my best work, but I at least wanted a proof-of-concept to myself.Shrug
This game is inspired by Megaman Legends, Kingdom Hearts, with bits of original and classic Playstation Action RPG gameplay.
« Last Edit: July 14, 2016, 06:03:44 PM by Blueneonkid » Logged

Comic artist, novice animator, and developer of Halcyon.
Developer name - PixelGon.
DragonDePlatino
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« Reply #9064 on: July 14, 2016, 06:03:02 PM »

I've been worrying too much about my game's art so I decided to throw in the towel and go with something simple and quick.



16 colors, heavily inspired by the Atari ST version of Rogue. Once my game is further along I'll be throwing out these assets and going with some higher-res ones.

@Antraxx
That looks fantastic! I love how colorful your sprites are and the outline-less, purple hue to your tiles. Reminds me of great SNES art like Mega Man X.

@Ahr Ech
Very interesting. I could see a very unique-looking game come out of this style. The parallel projection is a bit strange, though. Any way you could add foreshortening with this technique?

@Blueneonkid
Yes! The Mega Man Legends 3 we wanted but never got! By graphics alone I could see this game finding an audience with Mega Man fans. You are planning on extending the draw distance as you add more assets, yes?
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Blueneonkid
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« Reply #9065 on: July 14, 2016, 06:05:07 PM »


@Blueneonkid
Yes! The Mega Man Legends 3 we wanted but never got! By graphics alone I could see this game finding an audience with Mega Man fans. You are planning on extending the draw distance as you add more assets, yes?
Definitely!And, nice mockup!
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Comic artist, novice animator, and developer of Halcyon.
Developer name - PixelGon.
Ahr Ech
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« Reply #9066 on: July 14, 2016, 07:15:40 PM »

@Ahr Ech
Very interesting. I could see a very unique-looking game come out of this style. The parallel projection is a bit strange, though. Any way you could add foreshortening with this technique?
If there are any ways to do that kind of foreshortening in Construct 2 I've never heard of them. But I've got it running around now and the weirdness is way less apparent when it isn't just rotating forever.


Your game looks cool, btw! I don't think I've seen a sidescrolling Roguelike that stuck with a turn based system before.
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Kvasir
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« Reply #9067 on: July 15, 2016, 01:53:58 PM »

^
|
God, that looks really fluid!
Love how the guns and the core body spin slightly offset like that, makes it look like each piece has a lot of inertia really cool Smiley
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Blueneonkid
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« Reply #9068 on: July 15, 2016, 03:02:21 PM »

Here's another mockup for my game. This time, it's the female playable character, "Terra" punching a giant bomb robot.

Zeno(Blonde dude) has long Range MML2-like combat, and Terra has Kingdom Hearts/MML3-like melee combat.
 
Don't worry, she won't have any stupid Dream Eating Pokemon-Ripoffs that die every two seconds.  Wink Wink Wink

Done in Blender/Manga Studio in about 5 hours. The actual game will be done in Unity.
« Last Edit: July 15, 2016, 04:06:16 PM by Blueneonkid » Logged

Comic artist, novice animator, and developer of Halcyon.
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Armageddon
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« Reply #9069 on: July 15, 2016, 09:22:52 PM »



Not feeling this.

EDIT: Accidentally made Wii Fit Trainer.

« Last Edit: July 16, 2016, 06:00:09 PM by Armageddon » Logged

Joseph
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« Reply #9070 on: August 01, 2016, 12:43:02 AM »

A fighting game in preproduction.
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Stahlkaiser
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« Reply #9071 on: August 05, 2016, 01:59:24 AM »

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SolarLune
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« Reply #9072 on: August 05, 2016, 06:39:42 AM »

^ You can take screenshots with the print screen key on your keyboard, and you can scale images when you post them here by using the "width=blah" property in the image tag. For example:

[img width=700]path/to/image/online.png[/img ]  // < Take out that space, of course.
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Stahlkaiser
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« Reply #9073 on: August 05, 2016, 07:18:51 AM »

You like my semi-finished graphics?
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SolarLune
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« Reply #9074 on: August 05, 2016, 10:05:13 AM »

Well, they look nice, but I don't know what they are or how they'll be used, so it's hard to form an opinion on them.
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Stahlkaiser
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« Reply #9075 on: August 06, 2016, 01:09:17 AM »

The are abstracr SHIPS for my shmup
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SolarLune
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« Reply #9076 on: August 06, 2016, 07:21:22 AM »

Oh, OK. They're not bad. Better to see them in context of gameplay (i.e. in a screenshot of a game mock-up) than just sitting on a sheet, though.
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BBreakfast
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« Reply #9077 on: August 10, 2016, 08:55:43 PM »




Battle menu mockup for Arcadian Atlas
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matriax
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« Reply #9078 on: August 12, 2016, 11:43:16 PM »

Some mockups i did this week for a possible RPG with all his variations.

Color version:


CGA version:


Red Version


Some CRT filter that one of my followers made the other day:


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BBreakfast
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« Reply #9079 on: August 17, 2016, 07:41:45 AM »



Starting to refine UI some!
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