(http://i1235.photobucket.com/albums/ff440/t_redmer/run_anim12.gif) | (http://i1235.photobucket.com/albums/ff440/t_redmer/Jump_1.gif) | (http://i1235.photobucket.com/albums/ff440/t_redmer/idle.gif) | (http://i1235.photobucket.com/albums/ff440/t_redmer/death_14.gif) |
(http://i1235.photobucket.com/albums/ff440/t_redmer/run_anim12.gif) | (http://i1235.photobucket.com/albums/ff440/t_redmer/Jump_1.gif) | (http://i1235.photobucket.com/albums/ff440/t_redmer/idle.gif) | (http://i1235.photobucket.com/albums/ff440/t_redmer/death_9.gif) |
(http://i1235.photobucket.com/albums/ff440/t_redmer/gba_game_low_sat2.png)O.o is your monitor calibrated right? The roof of your house is nearing pinkish-white.
How is this?
O.o is your monitor calibrated right? The roof of your house is nearing pinkish-white.
Haha lookin' good. It gets more and more painful looking with each iteration. You need to make a version where he just explodes into organs and bones upon final collapses. COME ONHe should fall down like he does every time you die, with a 1/100 chance of exploding into a mess of gore after his fall. That would be awesome.
You need to make a version where he just explodes into organs and bones upon final collapses.
You can Calibrate your monitor? How do you do that?
Something feels wrong with the trees :/
Main character is an archer?That can fits him well. Make sure you've read Kirby Kid's post on functional blind spots (http://critical-gaming.squarespace.com/blog/2009/3/27/counterpoint-functional-blind-spots.html) then: your gameplay and power-ups is likely to be linked to their mastering.
Since you aim at a iPhone game now, you may want to get a look at the frogatto story (http://www.frogatto.com/?p=272) on controls placement on the iPhone screen.Yes, this is what I was going to bring up next. A vast majority of games on the market, at least what I've played on my Android is that the button area is so small, the button icons are big but when you click on them slightly to the side it doesn't respond. So encompassing a larger area than the icon is probably the most beneficial thing that can be done, just keep the GUI spread out enough that they wont hit the wrong button, but not far enough so that it becomes difficult to play.
Touch the screen. Wherever you touched is the center. If you move the stylus far away enough from the center that you've passed the max value, it moves the whole joystick to keep up.
(http://www.pixeljoint.com/files/icons/full/gba_game3.gif)
(http://www.spriteart.com/edit/slym_palette_edit1.png)
Idle animation?
(http://i1235.photobucket.com/albums/ff440/t_redmer/idle_2.gif)
@Infinitegames thanks for the critique. The UI that is shown on there is a ui map, it isn't the actual interface. A seperate idle animation will be made, but how do you think it would fare in an environment that is actually windy?
To be honest with you slym, I really really preferred the more pastel palette you had going on before. It gave you far far more control over priority of the screen and was much easier on the eyes.