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TIGSource ForumsDeveloperCreativeArtMockups, 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 1465152 times)
Baobab
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« Reply #5940 on: December 29, 2012, 03:10:06 pm »

I never saw it like a shadow to begin with, I just saw it as a second "slice" of plane, and I kinda liked it.
This is what I was going for.
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solkar
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« Reply #5941 on: December 29, 2012, 03:10:47 pm »



This a mockup for an adventure game where you have to build a tower. The main challenge is to balance your emotions to overcome all the doubts and downturns. I wold like it to be driven by the script. For example you need to gather resources to build the tower but the mechanics to do so is not just to click in the trees or the stones. You have to deal through dialogues with NPC.

 I guess this game would suck because it is about my own experiences with people... And I suck with people.
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Baobab
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« Reply #5942 on: December 29, 2012, 03:12:47 pm »

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 #5943 on: December 29, 2012, 04:18:16 pm »

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 #5944 on: December 29, 2012, 05:05:58 pm »

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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dspencer
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« Reply #5945 on: December 29, 2012, 05:57:07 pm »



My first attempt at making any sort of visual art in the last couple of years, so please be kind Beg
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Ashkin
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« Reply #5946 on: December 29, 2012, 06:02:48 pm »

@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 #5947 on: December 29, 2012, 07:11:13 pm »

Old

/\ Click for bigger.
New

/\ Click for 2x.
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SolarLune
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« Reply #5948 on: December 29, 2012, 08:14:58 pm »


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 #5949 on: December 29, 2012, 10:00:07 pm »

@dspencer those clear peaks in the background are too... clear. I would change them to a darker tone.
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Pixelgent
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« Reply #5950 on: December 29, 2012, 11:56:16 pm »


Small, but slick. Nice style - real cool.


Its at original gameboy restrictions that's why its so small.
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GentlestOfGentlemen
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« Reply #5951 on: December 30, 2012, 07:05:36 am »

Really half-done mockup I gave up on  Sad

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kaboom
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« Reply #5952 on: December 30, 2012, 08:47:16 am »

What's the reason you gave up?
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sublinimal
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« Reply #5953 on: December 30, 2012, 09:20:00 am »



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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GentlestOfGentlemen
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« Reply #5954 on: December 30, 2012, 10:49:52 am »

What's the reason you gave up?

Complete lack of motivation/ideas/reason. I always make tons of mockups and never finish them, see:








It's the same with Minecraft textures, I have literally made so many of those and never finished any packs.
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Belimoth
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« Reply #5955 on: December 30, 2012, 01:13:26 pm »

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 Kiss
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GentlestOfGentlemen
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« Reply #5956 on: December 30, 2012, 01:27:51 pm »

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 Kiss

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 #5957 on: December 30, 2012, 01:33:08 pm »

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 Kiss

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 Smiley
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Belimoth
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« Reply #5958 on: December 30, 2012, 01:34:28 pm »

Gamemaker is your friend.
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Alec S.
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« Reply #5959 on: December 30, 2012, 03:45:34 pm »

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