Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - robotacon
Pages: 1 ... 17 18 [19] 20 21 ... 23

181
Pixel Art / Re: Gameboy Attempt
« on: August 01, 2007, 10:57:08 am »
Super cute!
...but shouldn't you atleast go for a GB-Color palette?

182
Pixel Art / Re: run animation
« on: July 30, 2007, 07:11:36 pm »
Here 8+1 is a follow up on my crit. It's far from finished but I hope it hints on what I was talking about earlier.



I colored the guy so that it is easier to follow each limb. It's pretty jerky but I felt bad taking this long posting my edit.

183
Pixel Art / Re: Twinsen Tiles
« on: July 29, 2007, 10:54:34 am »
I would just lose the secondary trees. There is no way trees of that size can stand that close.
If I've understood the intro correct you play on a tiny slice of the planet.

184
Pixel Art / Re: run animation
« on: July 28, 2007, 05:59:43 am »
I think this is going to be a great run but you probably need to create and extra frame between the 6 frames you've got now.
You would then have a character that runs 3 pixels per frame instead of 6 pixels per frame.

EDIT: Forget what I said about moving 3 pixels per frame. I wouldn't put extra frames between frame 3-4 and 8-9, the character needs to move 6 pixels/frame to look good just like you've got it now. I'd still insert 4 extra frames making a total of 10.

Also I would not animate a silhouette like that. Too much gets hidden. Don't over render it either, just make each limb individually recognizable and it becomes much easier to animate.

The dittering you've got going now (if it was done by hand) slows down the animation process. Use simple colors until you can go on to render the character.

Regardless of how many frames you've got in a realistic animation like the one you're creating the frame where he just touches ground and the frame when the foot is just about to leave ground is fairly important, I wouldn't leave them out.

Are you bound to using 6 frames? Otherwise I'll make an edit and show you what I mean. Heck I'll make an edit anyway. BRB...

185
Pixel Art / Re: [WIP] Demons [nudity and gore]
« on: July 27, 2007, 05:54:40 am »
Now it's so damn creepy!
Now the belly is the focus of the picture and then you look up past the breasts and finally see the horror that once was her head.

Dr Freud would prolly have one or two comments about this image though, it's quite disturbing mixing nudiy and crazy stuff like that and I love it.

I really like how it's partly dittered and partly (dare I say) "cell-shaded".

186
Pixel Art / Re: [WIP] Avocado - Collectable fruit for platform game.
« on: July 26, 2007, 04:05:01 pm »
From a game design point of view I'd would like the stories/steps to be higher. Right now she doesn't even fit under one the steps. If they won't block her movement I guess it's ok but I'd still like it to be 1/3 higher than it is now.

The gradient most go as you said.

Also I'd make the steps less blocky, and hm... perhaps grass on dirt has been done enough times now. Try something more inspired.

The panda does not need that much ditering, but neither does the fruits.

If this is a game where you play one screen at a time I'd try and make the design less blocky over all.

The HUD on the top of the screen could blend into the game area, perhaps you should make the black parts transparent.

Looking forward to see your next mockup.

187
It would be great to have every class have one thing that is a symbol of what they are.

It could be done with body language too. The hero could hold one arm over his/her chest as a sign of his/her ideals.

188
Pixel Art / Re: Trouble with boring
« on: July 22, 2007, 05:31:11 am »
A cliche would be to add the skull of a dead cow somewhere in the picture.
Otherwise add some cracks in the ground.

I still think that less is more, when it comes to looking barren at least, and you already got a lot going.
If you add something be sure to take something else away.

On a side note I think the HUD looks great. I wanna play this game even though it looks like some kind of farming game which I usually hate.
Say that it's a brewing or a distilling game and I absolutely wanna play this game.

189
Pixel Art / Re: [WIP] space-man (anim + tiles)
« on: July 18, 2007, 12:36:53 pm »
Updated the tiles so they look more like something an ancient civilization put together.
Anyhow... I've also updated the tile set so that it tiles better when combined in different shapes.



And here's the latest mock-up.



It might seem that I'm moving away form the space theme so I'll make some of the aliens that built these structures to compensate.

190
Pixel Art / Re: Indie game dev project <- starting with the peoples
« on: July 17, 2007, 01:38:33 pm »
how is gauntlet grandaddy to fps? and what is rps? roll playing strategy? rocket propellered stuff? gauntlet only has very few similarities to an FPS. You kill things in it, it's a game, you move a character, you interact with the world.
there were plenty of games before gauntlet which had those things.

I'm so sorry. I meant to write Real Time Strategy, but I can take that one back. I won't take back that it's the Grandaddy of FPSs though. I didn't say it was the original FPS, I didn't even say it was the mother of FPS. If you can't see the similarities and the distinct features of Gauntlet and lets say Castle Wolfenstein then I can't argue with you anymore. The first First Person Shooters were nothing but 2D maps turned into 3D. Remember that you couldn't even walk under things in the original Doom because the whole map is flat. The gameplay, shooting hordes of enemies, maze type levels, finding an exit is also straight out of Doom.

To stay on topic I made this color edit of your walk/run Zolthorg. It should help you see how the individual parts of the character are moving.


Pages: 1 ... 17 18 [19] 20 21 ... 23