AuthorTopic: STEALER - cyberpunk puzzle-platformer  (Read 40034 times)

Offline winged doom

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STEALER - cyberpunk puzzle-platformer

on: August 24, 2011, 03:37:04 pm
« Last Edit: August 09, 2012, 01:49:50 pm by winged doom »

Offline infinitegames

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Re: Official "STEALER" thread starts here!

Reply #1 on: August 24, 2011, 08:57:31 pm
Looks very promising. I really like the way you've used the sky offwhite color to outline the buildings. It's a cool effect.

Offline FRAWG

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Re: Official "STEALER" thread starts here!

Reply #2 on: August 24, 2011, 09:15:15 pm
It's looking mighty impressive so far. So long as the game screen won't always be that crowded when actually playing the game. My eye tends to drift on the upper skyline whereas I think that the player and platforms should draw my eye a bit more... Overall it is nice!

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #3 on: August 25, 2011, 06:57:46 am
Looks very promising. I really like the way you've used the sky offwhite color to outline the buildings. It's a cool effect.

It's looking mighty impressive so far. So long as the game screen won't always be that crowded when actually playing the game. My eye tends to drift on the upper skyline whereas I think that the player and platforms should draw my eye a bit more... Overall it is nice!

=)

Offline pistachio

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Re: Official "STEALER" thread starts here!

Reply #4 on: August 25, 2011, 10:37:53 am
I like the art direction you're going in, pretty unique, and somehow rather minimalist. At the same time it's both like an old city in ruins, and something futuristic. Don't change the style, or differ from it too much.

My only problem was stated by FRAWG; it might be too crowded for an actual in-game scene. Maybe separate each layer of buildings more with various levels of fog? (Lighter as they get further away.)

I'll definitely be watching this thread for updates to see where it goes. Sorry if you don't understand everything I'm saying.
« Last Edit: August 29, 2011, 06:02:08 am by pistachio »

Offline blumunkee

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Re: Official "STEALER" thread starts here!

Reply #5 on: August 26, 2011, 12:16:58 am
Cyperpunk is always :y: in my book. Keep it coming.

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #6 on: August 29, 2011, 04:56:47 am
My eye tends to drift on the upper skyline whereas I think that the player and platforms should draw my eye a bit more

My only problem was stated by FRAWG; it might be too crowded for an actual in-game scene. Maybe separate each layer of buildings more with various levels of fog? (Lighter as they get further away.)

Maybe, ok i try it!


Sorry if you don't understand everything I'm saying.

I understand you  :) But yes, i have some problems with correct formulation of answers  :lol:
« Last Edit: August 29, 2011, 05:06:49 am by winged doom »

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #7 on: August 29, 2011, 05:00:27 am


Stealer inside building

Offline pistachio

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Re: Official "STEALER" thread starts here!

Reply #8 on: August 30, 2011, 06:05:37 pm
Hey, the latest update's looking pretty good. The ones on your blog (thanks--now I'm not going to be able to sleep tonight) are looking neat too. Before I begin, I'd like to know, which system will the game be on? PC? Mac? Linux? iPhone? All? Sidescroller games are pretty much always something I want to play. :crazy:

However there are a few problems (with the latest update) I'd like to discuss:

I think the player character isn't very noticeable. But you don't have to make him larger, of course, being a midget is probably part of his character. There is something you could do however...

The scale of the building seems pretty large. If so, then the shaft of the building is probably too thin to support it. (This is assuming that we're not looking at the whole thing, and that it's as long as I think it is.) It would probably fall over... Or split in two.

Edit:



The amount of detail located in such a small spot--the building's shaft--keeps forcing attention to it, I think. Especially considering that everything else is pretty much a blank space. In this edit I tried to spread more of the detail around more evenly (so that the eye doesn't get fixed in one spot as much, which is at least a bit better), lower the contrast and tweak the building's design so that it makes more sense, hopefully... It's still unfinished and very rough.

Added a band of bright color around the player character; note that the only appearances of the color used there are the player and the building's lights, nowhere else. Remember, having the player distinguishable is important, especially if he's in front of many buildings, which I imagine will be happening often.

Another topic: since the background seems unfinished, I tried to come up with an idea. Maybe it could be your city-empire at night, which, as you can see, can be accomplished while keeping the main background color more or less the same. I kept the contrast low and the design simple. And I added some dots for lights; it makes sense, don't you think? Unfortunately, I don't think it matches the style you were aiming for, and the low number of colors creates some problems with the illusion of depth. But you get the idea, and it might look better with some clouds. (If you're interested, however, here are the buildings I used, as well as some additional, smaller/"lower-level" ones that didn't make it in entirely. They could be used to illustrate one of my points about fog mentioned in my last post, though, now that I think about it.)

This is probably the longest edit I've done to date, but it was certainly fun to do, and I think it was worth it. Might make more buildings in my spare time. :)

EDIT: More lights; should probably be brighter/more evident, though (except the one on the roof, it looks okay).
« Last Edit: September 01, 2011, 03:27:30 am by pistachio »

Offline Mathias

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Re: Official "STEALER" thread starts here!

Reply #9 on: August 30, 2011, 07:10:05 pm
Oh yayuh, 'stachio. That is an inspiring edit! Love the building designs. Nice application of principles.

Though I still want the actual playable area (mainly the light grey bg of the tunnel) to be more functional, more obvious, and also any walkable ground to be way more evident that you can jump on and walk on it.

These things should not be ambiguous in a game! Otherwise you're making the dreaded Form Over Function mistake, which although prioritizing looks, ends up undermining it's own visuals/gfx because the end-result - the game, is not "usable" enough to make players go until they beat it. Gameplay irritation will trump great gfx almost every time.

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #10 on: May 31, 2012, 10:23:12 am
so, this is it, screenshot of Norton Commander latest (21st Feb 2028 year) build release
some awesome features included like spacebook plugin or implants viewer



lol
actually it's just in-game menu, something like shell for terminal, wip

Offline PypeBros

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Re: Official "STEALER" thread starts here!

Reply #11 on: May 31, 2012, 10:59:18 am
so, this is it, screenshot of Norton Commander latest (21st Feb 2028 year) build release
some awesome features included like spacebook plugin or implants viewer

Awesome. I need to build a mock-up level for Biokid based on that ^_^

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #12 on: May 31, 2012, 06:08:43 pm
Awesome. I need to build a mock-up level for Biokid based on that ^_^

we could make Biokid+Megaman+Stealer cross-over  :lol:

Offline coffee

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Re: Official "STEALER" thread starts here!

Reply #13 on: May 31, 2012, 09:28:42 pm
Just wanted to pop in and tell you that this is really, really nice!

Going to follow this for sure! Very nice job with the details, like I said, simple but very readable!

GL with this :)

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #14 on: June 01, 2012, 04:25:26 pm
coffee ^__^

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #15 on: June 06, 2012, 06:53:49 pm


Offline winged doom

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Re: STEALER / please help with walk animation

Reply #16 on: June 06, 2012, 07:05:02 pm
well, this robot is lame:



and i have no idea what i'm doing wrong   :mean:
« Last Edit: June 06, 2012, 07:17:42 pm by winged doom »

Offline Corinthian Baby

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Re: STEALER / please help with walk animation

Reply #17 on: June 06, 2012, 07:50:59 pm
The hud looks cool but I can't imagine it being functional. The 45 degree angle makes it harder to look at than say straight on perspective would. Additionally, the interior window elements aren't as bright as the border, so our eyes are more drawn to look outward, than inside. Maybe you can explain what the numbers are pointing to?

This game has a lot of style. It's very rich graphically. But with form you must balance function, which I think is the main issue hindering this project. For example, earlier parts of the thread dealt with the amount of detail vs. how much is used in game, and for the player which parts were accessible. I think if you focus on this, and nail function first, the fancy details can be layered on top of that for a truly unique experience.

Offline PixelPiledriver

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Re: STEALER / please help with walk animation

Reply #18 on: June 07, 2012, 12:06:05 am
At this size its not too much work to double the number of frames and animate the other step.
It will also give you more time to play around with other parts of the animation.

A small follow through prop could give him some more change.
It's up to you what that might be.
An antenna on a robot is "generic", but I tend to like that sort of thing.



Try wrapping a double loop inside of a single loop (or stick a single loop onto a double loop if you want to think of it the other way around).
His feet take 2 steps. (double loop, sort of)
His body goes up and down twice. (double loop)
But the antenna only sways back and forth once. (single loop)

The eye glow could be more exaggerated.
Probly even more so than I've done here.


Here the eye glow is a double loop.
But it could also be a single.

Try stuff and make it fun!
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline Zizka

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Re: STEALER / please help with walk animation

Reply #19 on: June 07, 2012, 01:39:21 am


Haha! This is awesome! Well done PixelPiledriver! (sorry, I just had to say this).

Offline winged doom

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Re: STEALER / please help with walk animation

Reply #20 on: June 07, 2012, 05:37:01 am
Corinthian Baby, thank you so much for your detailed critique and useful comments! it helped
i should work on function, but not sure that i understand this part of your message:

Quote from:  link=topic=13054.msg132073#msg132073 date=1339012259
For example, earlier parts of the thread dealt with the amount of detail vs. how much is used in game, and for the player which parts were accessible. I think if you focus on this, and nail function first, the fancy details can be layered on top of that for a truly unique experience.

about numbers - maybe later, my english is too bad to quickly translate all this stuff, now i'm too busy for this, sorry

Offline winged doom

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Re: STEALER / please help with walk animation

Reply #21 on: June 07, 2012, 05:37:35 am
thank you, PixelPiledriver   :y: your edit is awesome!
and yes, today i've learned something new, thank you again ^_^

about eyes glow - i already use it than robot is turn around

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #22 on: August 09, 2012, 01:39:35 pm
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):



And converted:



I use 12 colors from NTSC Palette with RGB Emphasized

Didn't use palettes before (to save my time), this is my first experience.  As a result, my work has always been a lot of colors. And i envied  people who can use minimum.  :lol:

This is not a painted picture, i compile it in Tiled editor. Here's an tileset:



« Last Edit: August 09, 2012, 01:46:23 pm by winged doom »

Offline API-Beast

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Re: STEALER - cyberpunk puzzle-platformer

Reply #23 on: August 10, 2012, 09:57:14 am
May I ask how much experience you have in graphics design/game design/pixel art?

Everything you do looks so perfect  :'(

Offline Grimsane

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Re: STEALER - cyberpunk puzzle-platformer

Reply #24 on: August 10, 2012, 04:46:12 pm
I really dig the art style of the project and checked some of it on TIG, I prefer the previous colour scheme, and that high contrast amiga-esque version you did looked cool, but pink?  :'( can't say I approve of the new colour scheme  :blind: and it doesn't scream NES to me personally either. experimenting with NES style is worthwhile but I personally don't think that pink works

and Tiled is awesomeness  ;D integrating it into my current project, btw are you using tile IDs of those NPC & player graphic tiles as in engine markers for spawning? or just temp tiles for your mockup and level planning?

Offline wurfle

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Re: STEALER - cyberpunk puzzle-platformer

Reply #25 on: August 10, 2012, 06:15:45 pm
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):

Please do not do this.
Everything you did before was absolutely perfect - the colors, the theme, the detailing, everything.
I especially love the 2d graphics on the side as well as the GUI/map thing, they simply scream cyberpunk.
« Last Edit: August 10, 2012, 06:19:08 pm by wurfle »

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #26 on: August 16, 2012, 06:41:50 pm
May I ask how much experience you have in graphics design/game design/pixel art?

Everything you do looks so perfect  :'(

Design - 3-4 years
Game design - year maybe? not sure because i'm noob
Pixel art -  one + half year

Perfect? Loooooooooooooool

 :lol:

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #27 on: August 16, 2012, 06:44:08 pm
integrating it into my current project

lolwutt?  :hehe:

or just temp tiles for your mockup and level planning?

this

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #28 on: August 16, 2012, 06:45:09 pm
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):

Please do not do this.
Everything you did before was absolutely perfect - the colors, the theme, the detailing, everything.
I especially love the 2d graphics on the side as well as the GUI/map thing, they simply scream cyberpunk.

What can I say, it's just an experiment :3 I'll try again and again  ;)

Offline Grimsane

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Re: STEALER - cyberpunk puzzle-platformer

Reply #29 on: August 17, 2012, 12:54:44 am
3 posts? dude 1 long post would've been fine  :blind:

and I meant I am integrating Tiled map editor into the workflow of my current 2D project, how are you approaching collisions? separate collision mask? collision values for tiles or polygon collision boxes? or what. Because the polygon tool especially in conjunction with the grid snapping in Tiled is one of the most efficient and fast ways to work with collisions, and the .tmx format and data is reasonably easy/straightforward. are you doing the programming yourself or working with a programmer?

and when do you think you'll have something playable available?

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #30 on: August 20, 2012, 06:10:36 am
3 posts? dude 1 long post would've been fine  :blind:

My Siberian/taiga internet can't cope with a large amount of characters in the message.   :)

and I meant I am integrating Tiled map editor into the workflow of my current 2D project, how are you approaching collisions? separate collision mask? collision values for tiles or polygon collision boxes? or what. Because the polygon tool especially in conjunction with the grid snapping in Tiled is one of the most efficient and fast ways to work with collisions, and the .tmx format and data is reasonably easy/straightforward. are you doing the programming yourself or working with a programmer?

and when do you think you'll have something playable available?

Oh, now i understand you?:lol: Collision Masks we are realised as tiles in Tiled and placed on a separate layer. Engine reads this tiles on "collision" layer from .tmx  and interpret them as a masks.
We chose collisions as tiles because collisions in game has a simple shape (16x16 square) and gameplay is based on grid interactions.

Playable prototype will be very soon, may be next or this week. But we will not publish it, just want to test the gameplay to see how good are our ideas.

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #31 on: August 23, 2012, 10:44:14 am

meet 67D 545:



Offline Friend

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Re: STEALER - cyberpunk puzzle-platformer

Reply #32 on: August 23, 2012, 02:55:46 pm


Those graphics are too beautiful and stylish to abandon  :-[

Offline Grimsane

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Re: STEALER - cyberpunk puzzle-platformer

Reply #33 on: August 28, 2012, 02:49:00 pm

Those graphics are too beautiful and stylish to abandon  :-[

I might point out that was pistachio's edit, not Winged dooms work, so he's not abandoning it  :lala:

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Re: STEALER - cyberpunk puzzle-platformer

Reply #34 on: August 28, 2012, 04:17:23 pm
It was his edit, but he was building on top of the previous graphics and style  :hehe:

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #35 on: September 04, 2012, 08:53:35 am



« Last Edit: November 17, 2012, 04:55:49 pm by winged doom »

Offline PypeBros

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Re: STEALER - cyberpunk puzzle-platformer

Reply #36 on: September 05, 2012, 08:48:04 am
I really like the design of that, and the NPA post-production brings interesting effects.
My only surprise is that the thing looks like it has adjustment boosters in the front, but they're neither slowing it down nor accelerating it. I'd have expected some boosters to slow down the vertical movement too, btw.

Offline leroy

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Re: STEALER - cyberpunk puzzle-platformer

Reply #37 on: September 05, 2012, 04:10:35 pm
Whoa dude, did you actually use my piece Ruin in that mockup? I'm so flattered  ;D I get it's just a quick mock-up so no harm done, you made my day.
http://www.pixeljoint.com/pixelart/71047.htm


Love your stuff by the way
« Last Edit: September 05, 2012, 04:20:20 pm by leroy »

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #38 on: September 05, 2012, 05:41:52 pm

« Last Edit: November 17, 2012, 04:57:21 pm by winged doom »

Offline Helm

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Re: STEALER - cyberpunk puzzle-platformer

Reply #39 on: September 05, 2012, 11:30:44 pm
"Yeah, you caught me, man.   And not just you, a couple of people from others forums too. It didn't help the square sun in right corner. Now, I should point you in credits (i was hoping to go stealthed). "

I'm glad Leroy's such a sport about this but... why do this at all? Hoping people wouldn't notice swiped artwork? Am I missing something?

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Re: STEALER - cyberpunk puzzle-platformer

Reply #40 on: September 05, 2012, 11:58:08 pm
And the title brings on an entirely new context...

Off that topic I've been following this project a lot and enjoy its aesthetic a lot. I would really like to see it made. Solid work.

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Re: STEALER - cyberpunk puzzle-platformer

Reply #41 on: September 06, 2012, 03:46:23 am

« Last Edit: November 17, 2012, 04:58:53 pm by winged doom »

Offline leroy

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Re: STEALER - cyberpunk puzzle-platformer

Reply #42 on: September 06, 2012, 01:08:07 pm
Well now you've just done gone made me look stupid with that edit.  :(

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Re: STEALER - cyberpunk puzzle-platformer

Reply #43 on: September 06, 2012, 01:12:19 pm

« Last Edit: November 17, 2012, 05:00:51 pm by winged doom »

Offline leroy

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Re: STEALER - cyberpunk puzzle-platformer

Reply #44 on: September 06, 2012, 01:22:54 pm
Now I feel bad. Just rework it completely and it will be better than my crap.   :y:

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Re: STEALER - cyberpunk puzzle-platformer

Reply #45 on: September 06, 2012, 02:04:20 pm
Now I feel bad. Just rework it completely and it will be better than my crap.   :y:

But it is not crap. Your work is laconically and expressive - and it is merits of your work, not demerits. It has a lot of atmosphere and strong impression.
« Last Edit: September 09, 2012, 04:39:11 am by winged doom »

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Re: STEALER - cyberpunk puzzle-platformer

Reply #46 on: September 06, 2012, 06:05:50 pm
My only surprise is that the thing looks like it has adjustment boosters in the front, but they're neither slowing it down nor accelerating it. I'd have expected some boosters to slow down the vertical movement too, btw.

Oh, but it's headlights!

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Re: STEALER - cyberpunk puzzle-platformer

Reply #47 on: September 06, 2012, 09:09:47 pm
Oh, but it's headlights!
That was option B :P Curious that they're shut down just at the end of the approach.

If so, it could make sense if they had wider cone so that they produce a large zone on the ground (and not three spots). Highlighting the ground that is lit by those headlights could be fine as well.

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Re: STEALER - cyberpunk puzzle-platformer

Reply #48 on: September 07, 2012, 06:31:45 am
Oh, but it's headlights!
That was option B :P Curious that they're shut down just at the end of the approach.

If so, it could make sense if they had wider cone so that they produce a large zone on the ground (and not three spots). Highlighting the ground that is lit by those headlights could be fine as well.

It's logical - Bug is touch down and headlights switch off.

You right, but it is hampered by limitation of platformer's view. The player does not see the ground and all that therein is. And please, don't advise me to (a bit) change the view on ground, because I already decide it.  :)

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Re: STEALER - cyberpunk puzzle-platformer

Reply #49 on: September 07, 2012, 08:29:10 am
maybe the light on the headlights could be more of a flare intead of a beam sort of thing? maybe have the beam as well but then have a sort of glare around it? a glow of sorts. that would help it not look so much as thrusters. Or make the beam not so opaque looking
Image size doesn't matter! It's what you do with your pixels that counts!

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Re: STEALER - cyberpunk puzzle-platformer

Reply #50 on: September 08, 2012, 09:15:11 pm
That Gif is the best pixel art / mixed digital media piece I've ever seen! I'm anti lensflare too but it is used just right with the fade in and the signal disturbance.

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Re: STEALER - cyberpunk puzzle-platformer

Reply #51 on: September 09, 2012, 04:44:45 am
maybe the light on the headlights could be more of a flare intead of a beam sort of thing? maybe have the beam as well but then have a sort of glare around it? a glow of sorts. that would help it not look so much as thrusters. Or make the beam not so opaque looking

Good point, I must try it.

That Gif is the best pixel art / mixed digital media piece I've ever seen! I'm anti lensflare too but it is used just right with the fade in and the signal disturbance.

Glad you like it :3

Offline timsoret

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Re: STEALER - cyberpunk puzzle-platformer

Reply #52 on: September 10, 2012, 12:27:20 am
I absolutely love your work.
I really hope you will submit it to kickstarter / steam greenlight, I would happily throw money for a cyberpunk pixel art game.
I miss Flashback & Another World so much…

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Re: STEALER - cyberpunk puzzle-platformer

Reply #53 on: November 08, 2012, 03:36:17 pm
I absolutely love your work.
I really hope you will submit it to kickstarter / steam greenlight, I would happily throw money for a cyberpunk pixel art game.
I miss Flashback & Another World so much…

Thank you for good response, it is inspiring to continue make this! :3
But i don't think that will be a lot of voters on GL or KS. The project is not popular (only a 48 members on moddb in a relatively long period of time, that says a lot i guess) and i'm not surprising - it's too little stuff to make any conclusions about what kind of game it will be in final.
Maybe later, when we are publish some video with gameplay or demo version C:

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Re: STEALER - cyberpunk puzzle-platformer

Reply #54 on: November 08, 2012, 03:42:47 pm


Quickly done mockup/meditation on "ambientwoooo" track by ShinnyMetal. I have no idea for whom or for what Brian wrote this track (I believe that he do it for his own pleasure) but one thing is for sure - this guy's creativity is colossally inspiring me.

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Re: STEALER - cyberpunk puzzle-platformer

Reply #55 on: November 15, 2012, 06:32:59 pm
boot animation:



i used render frames of 3D object from Cycle by booze design and animation (maybe) from 美少女戦士セーラームーン

 

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Re: STEALER - cyberpunk puzzle-platformer

Reply #56 on: November 18, 2012, 05:51:49 pm
whoa, this looks like a mix between Flashback (1992) and some retro-computing awesomeness. Well done, looking forward it!
"It's all fun and games, until someone loses an eye". - mom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #57 on: November 19, 2012, 09:03:47 am
I love the idea about it, but I think you could benefit from adding more randomness in those "copper bar" loading.
I mean, right now, it looks like you're alternating between a few setup, while a "real" bootloader would tend to have them much more random, inducing a sort of multi-scrolling feel in the brain of the reader.

If you have a way to do something similar in your game engine, please go for it :)

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Re: STEALER - cyberpunk puzzle-platformer

Reply #58 on: January 10, 2013, 08:04:16 pm
whoa, this looks like a mix between Flashback (1992) and some retro-computing awesomeness.

True!

I love the idea about it, but I think you could benefit from adding more randomness in those "copper bar" loading.
I mean, right now, it looks like you're alternating between a few setup, while a "real" bootloader would tend to have them much more random, inducing a sort of multi-scrolling feel in the brain of the reader.

If you have a way to do something similar in your game engine, please go for it :)

Ok! It will be easy to do ^__^

And bump with new mockup: