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Messages - PypeBros
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101
Pixel Art / Re: [wip] Bilou's school : Pendats goes marchin' in [c+c]
« on: November 21, 2013, 05:22:35 pm »

color update trying to address the "distracting/wallpaper" effect within the desk.

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it's mainly the decorative patterns at the bottom that are so distracting.
Yeah, I see what you mean. I will see what are my options to address that.

102
Pixel Art / Re: [wip] Bilou's school : Pendats goes marchin' in [c+c]
« on: November 16, 2013, 01:37:12 pm »

Some more work done. Does it still look like a student's desk in an owl-school ?

103
Pixel Art Feature Chest / Re: Forest tileset..Tree problem [c+c]
« on: November 15, 2013, 04:49:37 pm »
Thank you  very much Decroded for good tips!

Im now very depressed because of my tree.. I really dont know how the fix the ugly flatness...
I don't see flatness in the part that are polished.

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Yeah the grass colors is bright and the tree is dark...Does it fit?
not a problem, imho. Different plants may absorb same light with different efficience.

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Also Tree trunk is placeholder--
I do have a crush on the trunk, but it looks like it has two curious shiny green eyes just under the canopy. rational half-brain pretends its just because trunk is very slim with curvy roots in the back, but creative half-brain doesn't listen :P

104
Pixel Art / Re: NES Restrictions: Survival Mockup
« on: November 15, 2013, 01:19:04 pm »
couldn't the 2 bars be somehow merged into the "medal" icon ?

105
Pixel Art / Re: [wip] Bilou's school : Pendats goes marchin' in [c+c]
« on: November 15, 2013, 12:47:47 pm »
Hi again.


In my last level, I've got a place which should read as "a student's desk", the kind where you had some storage room under the desk which you could be tempted to use to hide things from your professors. I'm trying to give it a somewhat more "intimate" look than the rest of the level but it doesn't really work to my eyes. I'm trying some wooden texture to replace the current "plain color" scheme, but most of the items I think of to fill the gaps would rather be front-plane (e.g. they get too much attention).
Any opinion so far ?

(PS: the plain-white triangle is a level-editor artefact)

edit:


throwing some ideas... replacing vertical supports by twisted wooden structure (~15 blocks needed)
a paper note laying on the desk (~12 blocks)
texture (min 6 blocks)
a folder in the back (10 blocks for the corners)
I should have enough VRAM for all this ... and possibly some spare tiles to revamp the other bonus room.

106
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 04, 2013, 09:07:04 am »
Do you have any suggestions to break up the monotony of the tiles? I've never done cave tiles before so I'm a little unsure of what direction to take.

http://sylvainulg.deviantart.com/art/art-of-rayman-caves-of-Skops-289262119
http://sylvainhb.blogspot.be/2011/12/art-of-shantae.html

Essentially, select environment which you find interesting and study why you find them interesting. Then try to apply those results to your game. A backstory may greatly help.

107
Pixel Art / Re: A Robot I Made
« on: November 03, 2013, 03:41:29 pm »
You applied shading with a light source (good  ;) ) but then each part of the robot is shaded equally, and no part casts shadow onto others, just as if your robot was a set of pearls laid on a table.

108
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 03, 2013, 03:39:13 pm »
Well, your tileset is very generic at the moment. It also feels like you rotated one block (either vertical or horizontal) to get every angle you needed, which makes it feel very unnatural.

109
Pixel Art / Re: Background perspective
« on: November 02, 2013, 11:57:00 am »
the sun looks completely out of place (not to mention incompatible with your current shadow style)

110
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: October 28, 2013, 02:28:17 pm »
Using a point-and-click adventure studio for a retro-looking platformer ... well, that's unexpected, but the result sure looks good and doesn't seem to have quirks in gameplay, so congrats   ;D

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I demonstrate the way I implemented movement, acceleration/deceleration on different surfaces (solid and slippery)
It's good you took some time on this. Imho, that's a key point to make a game feel professional opposed to kiddies programming experiments. I wonder whether you encountered the same kind of update animation only when virtual position of the character is n pixels away from current position as the one I used in my engine.

Did I correctly picked that you map dash as DOWN+L/R+JUMP ... do you have any reason to avoid DOWN+ATTACK ?

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