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Messages - Ninja Crow
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21
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 04, 2010, 08:24:44 pm »
I love the little sparkles, but forgot to mention them - they're cool!

I also like what you did with the waterfall edges.

I also really like your crystal animation mini-tute - very clever process!

I assumed when the letters were gold that it was narration or the player character's own thoughts.  When you put the page behind, I realised that it was the words of the lost anthropologist (which is a terrific idea - not only does it add character, it alludes all the way back to Verne's Journey to the Centre of the Earth!). The gold letter effect is cool and moody, and if I had picked up a page, and clicked a button to read it, and the letters appeared, I would have had no issues whatsoever with understanding that the words came from the page.
I like your idea of having an icon appear up in the corner of the screen that would show that you have an unread page (that way the player is always in charge of when the action pauses).  But if the pages only hold a short gameplay hint, especially if context sensitive, they maybe should pop open automatically.
As for making them look like they are on a page, I think the idea is cool, but it is too jarring to pick up an icon that looks like a page and then see an object that looks like a torn strip from a page.  Any way to make the two more equal? (e.g. blurred top and bottom edges to suggest that only part of it is being seen?)

A background layer probably should be quite subtle, to prevent your focus from shifting from the foreground, but I don't know if a midground layer has to be too subtle because the drama created from the occasional sudden pass-by of near objects adds a sense of depth, as well as visual interest (such as a shipwreck coming into view on an otherwise flat seafloor).  The trick would probably be to have the midlayer be sparsely populated (just the occasional statue, say, as in a game with a city level having a lamppost or a tree scroll by).

Gulp - bigger monsters?

As for game play, is puzzle platformer too cliche? When not a straight Sonic or Mario experience, my favourite excuse to move a character across a screen is surely epitomised by the GBA game, 'Klonoa: Empire of Dreams'.  A jumping block-puzzle game would seem a perfect fit with the keys and idols and so on that you've shown so far. And lots of exploration and collecting, please!

22
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: June 30, 2010, 08:00:29 pm »
Hi, I'm glad you posted some updates for this, because I've never seen it before, and it's really terrific!
I love how well you've used the palette (and even if you could change it, the restricted colours do seem to be challenging your creativity - and you are winning!).
I do like the rock tiles over the ice, if you can only have one or the other, but when I saw the ice, I assumed it would be from a second area.
If this underground world has relics in it, suggesting a lost civilisation, then it would be cool to have squares of cut stone, and leftover bits of wooden structures to also 'break up' the rock tiles.  Maybe carved faces, also?
I think the cyan outline looks fine, but if it isn't subtle enough, how hard would it be to make it fade in and out like a soft glow (stepping through darker colours, rather than an alpha, I assume)?
I've been staring at the reflection animation for your crystals with unblinking appreciation - it's amazing!  And is that a little page to fit into the diary - does it have game hints and story-advancing clues?  I wouldn't be able to wait to collect them, even over treasure!
Are you still going to have coins?  I think a stamped image in the center like an eagle or a fish would help them look flat (especially if they had a raised edge).
Is this going to be a mockup, or a working game? (looks pretty convincing atm!)
I like the idea of the alternate layer you showed in this post, which really gave a suggestion of depth and intricacy.

This not only looks really cool, it's also a great concept overall - I can't wait to see more! :)

23
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 29, 2010, 08:32:54 am »
So I calibrated my monitor using these two sites while I waited for the third intro to download.  Wow, no wonder everybody on PJ said my avatar was so desaturated!  Anyway, on your posted image:  Sky gradient, tree layers, and glowing mushrooms all show up just fine now!  I may have to darken it back a bit, because it seems a little too bright at a 'perfectly calibrated' setting, but for now I have:
  • gamma = 1.6
  • brightness = 1
  • contrast = 45
(How does your monitor compare to the sites' calibration charts, compared to mine?  If I can match yours, I'll be safe in the future!)

And when I activated your intro, it played! ;D

\o/

Definitely worth the wait - it was simply amazing.  Dynamic, exciting, efficient, colourful, and a great tease for the rest of the game.  Great ship, great font, and great fireball (I like how it spits off a smaller bit for a real feeling of breaking up, and maybe even foreshadowing pieces to recollect).  I love it.  I watched it in awesome full size, since the default resolution plays buried in the lower right corner of my screen.

I would consider it perfect now, and I can't wait to see the forest level!

(and thank you very much for being so patient with me :-[)

24
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 28, 2010, 08:39:50 am »
In the image you posted, I can now see a dim, navy blue band across its centre.  I don't know how you feel, philosophically, about the imagery being visible in all possible monitors (though making it 'as dark as possible', especially if your monitor happens to be set rather bright, seems like a sure way to catch at least some people at a disadvantage...) so if this is getting to be too bothersome for you, I won't feel a bit bad if you back-burner or drop the issue.

As for the new intro - same problem.  I know nothing about MMF, but when I Googled 'stdrt.exe' the page I found seemed to suggest that it might be created because of a compressed runtime.  Do you compress your runtime?

25
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 24, 2010, 08:28:15 am »
> That really doesn't make any sense.

I know, and I tried like half a dozen times, and in three different screen resolutions (INI hack...).

I don't even know what stdrt.exe is.  So I searched it, and found this at the click team forums - don't know if it helps?

26
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 23, 2010, 07:30:30 pm »
      ???



      :'(

27
Pixel Art / Re: [WIP] Ninja Jam platform game mockup
« on: June 23, 2010, 08:13:32 am »
Terrific shading on the menu temple!  It definitely looks like a very large, distant structure.  I do miss the little chimneys from the first version, though (the smoke coming from them was cool) and the clustered mini-mountains from the second version (especially the lighter ones in the background).

I also think the steam coming off the 'soup bowl' should not look too much like the clouds.  The spiral wisps of steam (as in the second version) look the best, to me.

Those white tubes definitely look like energy that can harm you - do they come on and off so that you have to time your jumps through them?  There looks to be plenty of places in the mockup image where you can put collectibles that would make players have to jump through lots of the sets of tubes (if they wanted to get every collectible in the game, say) which would be great fun.

Thanks for the update, this is one of the most fun indie game projects I've ever been lucky enough to come across - great graphics and cool elements - I love it!

28
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 22, 2010, 08:14:29 pm »
Your colours must be very dark, because my CRT only shows a large black square with a few green dots at the bottom.  :'(

On my friend's LCD, though, I see a violet horizon, and trees, and hills, and even stars!  ???

I put the image in GIMP, and when I click the auto-adjust colours button for all channels, a beautiful, vivid image pops into view with greens, reds, and purples.  It's a striking and attractive image, I must say.  :y:

Is there something wrong I'm doing on my end? (sorry to suggest that the 'otherwise' is that it's your fault - the last thing I want to do is put a burden on your development.  :()

29
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 22, 2010, 08:53:30 am »
@ Howard Day:
Glad to hear from you!
I can see the stars twinkling and hear the crickets chirruping in that forest already!

(p.s. before I spend too much time looking for the right setting to change on my old monitor, I should probably ask, are the forest images supposed to be only silhouettes?)

30
Pixel Art / Re: [WIP] Kawaii Mermaid - Platformer
« on: June 13, 2010, 08:52:08 pm »
Hey, cool post - lots of great info! I love the idea of driving a lorry (a sort of underwater submarine kind of vehicle, but kind of beat up, like an old delivery truck - or maybe a shiny sports model...).

So as for the portrait, here it be:
     

When I grabbed the original image from PJ to edit, I was surprised that it was actually different from yours - I thought setz was joking about the original in the corner (with the lower eyeball it looks rather comical - no offense at all, setz, I even voted for yours in the contest!) but it looks great in context, and a lot like a hip fish girl. Yours is really nice, though, and was actually my favourite of all the versions so far, with a great look from the tall shape of the eyes that really helps it look like an adventure princess character. And as I was looking at it, I liked it more and more. But I did promise an edit, so here it is, and I hope you don't mind that it has a sort of manga feel to it. (you'll probably also notice that I played with the lighting, and some AA and very (very) tiny banding issues - couldn't help myself...)

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Nice one, taken! Also gives me an idea for the first boss,  ;)
I hope there will be some kind of evil squid warlord that can make enemies to take over your world with his magic ink. (fear the amazing squid dookie!)

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Ugh that sounds complicated... isn't there a simple tool for this kind of stuff?
I wish! What exactly do you hope to be able to do with the palettes - change one colour at a time, or trade the entire palette at once, etc.?

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I found some pallettes I will add to mine...
Cool, can't wait to see them!

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(yes, I planned an overworld  :o)
<faints>(:y:)

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Good idea with the shipwreck!
YW!

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I think the stark black-white contrast and the outlines of the fonts make it pretty readable in 1x already.
Okie dokie. I don't suppose you'd mind posting your font, though, so that if I ever have any thoughts on it, I can actually put my money where my mouth is and post an edit instead of vague suggestions?

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A pop-up effect might be nice too.
That does sound nice. I'm hoping they'll look like objects (the whole technique of a floating box that could be an independent item - such as in this image of PS G2 - is something I just happen to be far too 'into' for my own good) and not be 'black holes punched into the screen' (oh yeah, not letting my bias show there at all :P) like in old NES games where they didn't have a choice. Please disregard this if you have no such issues!

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If you're interested you could also participate in designing some areas...
That does sound interesting. I definitely want to practise such things and try out ideas I have for platforming in general, since I'll need the skills for this little project.

So what does one have to do to pursue said participation?

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Building up a chain won't affect the amount of pearls you get though ... or? maybe it does...
I guess it depends on whether you like the sublimely glorious and thrillingly compelling type of gameplay (hint: I do :P) in which you have a set number of collectibles to gather in a level for 100% (e.g. Yoshi's Island, Klonoa, early Spyro).

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Bosses will make the screen shake so much your monitor will break!
Oh good, I could use a new monitor.

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but university exams as well as some seminars start soon so expect a slowdown in development  :(
Good luck with your university stuff! Do pop in as often as you can to keep us posted, even if it's just to say hulloo.

I like your new blocks, though I notice that setz's originals are mostly lit on the outer, upper three edges. This is a cool look, though it may be a little confining for future variations - what do you think?

thanks for reading!

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