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TIGSource ForumsDeveloperArt (Moderator: JWK5)~Game design~ Would you wanna see this in a game?
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venatorinc
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« on: December 19, 2009, 03:58:15 AM »

I'm planning on starting a new game, but I have NO ideas. I only designed this quite simple character, but he looks kinda cool to me. I would like to know, do you want to see him in a game?

The game will be a platformer. Do you guys know an original attack for him?

I'd post many things I create for this game, as long as you guys like the character idea  Big Laff

All ideas are welcome :D
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PANPOMMA
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« Reply #1 on: December 19, 2009, 05:06:51 AM »

Well, he could do with some work, you've got to think about how big your game world and the creatures that inhabit are. So perhaps make him smaller.

That said he's as well designed as some of the early platform games, if Kirby can work as a hero anyone can.  Cheesy

As for his "attack", why not make it something to do with his patched eye? Maybe x-ray vision to spot weaknesses and traps?

« Last Edit: December 19, 2009, 05:10:40 AM by PANPOMMA » Logged
venatorinc
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« Reply #2 on: December 20, 2009, 03:57:03 AM »

Hmm, I've been designing some more characters, and I think this insect-like character might be a better hero for a game.


His fingers aren't visible now, but each finger is a little "tentacle", so his attack might be a punch with stretching tentacle-fingers Tongue
Or something with his antennae? ( is that an English word ? XD )
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William Broom
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« Reply #3 on: December 20, 2009, 04:08:12 AM »

I like the first one better, it reminds me of those little white dudes from Princess Mononoke.

The bug guy has a kind of amateurish, GM-lite look to it. I think maybe because of the combination of black outlines and shading, and too much detail in a low-resolution image. I'm no artist though.
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venatorinc
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« Reply #4 on: December 20, 2009, 04:13:50 AM »

u don't have to be an artist to deliver crits Wink so no problem Tongue

so what if i give the new sprite less detail? like this:



and the first character's attack, x-ray or something doesn't sound that good for an attack. How about a needle to slash with?
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PANPOMMA
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« Reply #5 on: December 20, 2009, 07:29:11 AM »

Hey venatorinc, have some fan art!  Big Laff


By panpomma at 2009-12-20
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Poor Lazlo
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« Reply #6 on: December 20, 2009, 07:35:00 AM »

Or something with his antennae? ( is that an English word ? XD )

It is the best English word.
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venatorinc
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« Reply #7 on: December 20, 2009, 07:55:59 AM »

Hey venatorinc, have some fan art!  Big Laff


By panpomma at 2009-12-20

haha awesome  Big Laff Party-time ^^.
@Poor Lazlo:
Ok, nice Tongue

So, would it be nice if I gave the blue character a needle?
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PANPOMMA
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« Reply #8 on: December 20, 2009, 08:27:38 AM »

A needle might be good, how big are you thinking? Will he use it like a sword or a spear?

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venatorinc
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« Reply #9 on: December 20, 2009, 10:09:55 AM »

Hmm, I think it's better with the size of a sword.
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venatorinc
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« Reply #10 on: December 21, 2009, 03:38:30 AM »

So, how about this:


The sprite is a little too small to make clear it's a huge needle Tongue
But I don't really know another weapon..?
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iggie
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« Reply #11 on: December 21, 2009, 03:03:45 PM »

He looks like a shape shifter - how about being a shape-swapper. Press a key to swap either top half or bottom half of body with an enemy. Then make enemies like toad/grasshopper/fly to get swap different abilities with.
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venatorinc
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« Reply #12 on: December 22, 2009, 08:31:50 AM »

He looks like a shape shifter - how about being a shape-swapper. Press a key to swap either top half or bottom half of body with an enemy. Then make enemies like toad/grasshopper/fly to get swap different abilities with.

Hmm, that sounds like a lot of work, and I dont think I am able to do that.
Also, it kinda sounds like Kirby Tongue
But I think I WILL put power-ups in the game, so you can avoid different obstacles

EDIT:
Oh, yeah, I animated the character.

The animation speed will look faster in-game, so don't worry.
It's a simple yet effective animation.

Say, the character looks kinda bald right now. How about I give him voodoo-like needles in his head? like 2 or 3
« Last Edit: December 22, 2009, 08:59:10 AM by venatorinc » Logged

squidkid
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« Reply #13 on: December 22, 2009, 06:14:57 PM »



What's up with the flashing lights?
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Enough talk, have at you!
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« Reply #14 on: December 23, 2009, 12:18:01 AM »

I agree, they don't necessarily make the animation look 'smooth'. To do that, just add two extra frames.

But cool, nonetheless. Interesting character design.
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derrickfreeland
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« Reply #15 on: December 23, 2009, 09:18:40 AM »

This strikes me as the kind of character that you'd find in a puzzle platformer.  I like the idea of shape-shifting.  Maybe that's what gets you through the levels?
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venatorinc
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« Reply #16 on: December 23, 2009, 12:30:08 PM »

hmm yeah, editted that. Now it does look smooth.
And also:
I made the slash attack animation :D


I'm really happy with it, it looks really smooth!

@Derrickfreeland:
The shapeshifting is too much work and I'm not really able to make that.
But I do like the idea of needing power-ups like wings to get through the levels  Smiley
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Kevin
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« Reply #17 on: December 23, 2009, 01:52:21 PM »

The slash animation should incorporate the whole motion blur thing you had going on in the run cycle. Over-smooth attack animations end up looking slow and under-powered. Also, for game play reasons, it's a good idea to have the actual attack (impact, whatever) happen within the first couple of frames, otherwise you'll end up with a delayed attack (which can get frustrating depending on the type of game).


This is just a quick example to illustrate my point. In the actual 'attack' part of the animation, impact comes in the second frame.
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venatorinc
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« Reply #18 on: December 24, 2009, 02:17:42 AM »

The slash animation should incorporate the whole motion blur thing you had going on in the run cycle. Over-smooth attack animations end up looking slow and under-powered. Also, for game play reasons, it's a good idea to have the actual attack (impact, whatever) happen within the first couple of frames, otherwise you'll end up with a delayed attack (which can get frustrating depending on the type of game).


This is just a quick example to illustrate my point. In the actual 'attack' part of the animation, impact comes in the second frame.

No worries, I'm programming the game so it does work, no delay. Also, this site really slows down the actual animation speed, and in-game I'll make it even faster. So it does fit nicely  Smiley

Oh and, I can't see ur images? I only see a red cross.
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