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Messages - rikfuzz
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111
Pixel Art / Re: Could i trick you saying this is pixel art?
« on: May 10, 2014, 06:05:04 pm »
I edited your first one, so a lot of detail missing.  But rather than cutting down the frames by equal intervals, I picked ones I'd use if I were doing the animation myself by hand and changed the timing to match:


Also dropped the colours down to a hand-picked palette. 

113
General Discussion / Re: Wii U or 3DS?
« on: May 08, 2014, 04:21:12 pm »
Where did you hear that?  Also what is the time limit exactly?  But yes we are focusing it on being on Steam and if its success is really well (which we are going to make sure it is by carefully crafting it) at the moment.  We will see about porting it to the nintendo systems depending on its success but at first we also can't help but wonder which system would be the best for it after steam.

AFAIK it's all just rumours as contracts are confidential but I heard something like 2,000 DLs within 2 years, but I imagine different studios negotiate different contracts. Dev kits are rumoured to be $5k.  Sales data for the platform is all secret, so really hard to know if this is really achievable outside of big names - I'm skeptical.

Purely speculation but I think Nintendo know they have to do something about their eShop's performance so exactly how achievable that is could theoretically change at any point if they improved it.

A friend has got a game on PS(P/V?) so I could ask him if he had a better experience with Sony, but it's tough to get actual numbers from anyone really. 

114
General Discussion / Re: Wii U or 3DS?
« on: May 08, 2014, 01:32:16 pm »
As far as I know you get no payment at all from Nintendo until you hit a certain number of downloads (within a time-limit).  Digital downloads are up lately, but I think it's still a very lofty target for that platform. The eshop is still a pretty poor user experience. That coupled with the dev kit cost...  I really wouldn't invest in it unless I had an iron-tight sure winner or two ready to publish. 

IMO Steam is a ridiculously better investment of time/effort/money.  I would definitely get that done first, then maybe port to Nintendo if it did very well (even then, knowing it's probably largely an expensive advert for the steam version to pick up sales again, and let's be honest - a bit of a vanity thing). 

Nintendo might have changed their rules a bit lately, or at least by the time you're up and running on steam, so my advice is to revisit this question then! Certainly wouldn't make any design decisions based around a possible future console version though, just make the best product you can for Steam. 

115
Lone Survivor is scary.  http://superflatgames.com/wordpress/?cat=1
I love clock tower. 
Yume Niki gave me the creeps.

116
Pixel Art / Re: pixel mech: 8 frame walk
« on: May 07, 2014, 01:13:15 pm »
@Carnivac  Ha! That's funny cos I first searched your tumblr to see if you'd tackled this yet (didn't feel the arcade sprite was very useful).


117
Pixel Art / Re: pixel mech: 8 frame walk
« on: May 07, 2014, 08:49:29 am »
8 frames is fine... Is 12 a standard for a walk?  There are 8 keyframes in a walk right, so I've always done 8 or 16...  (Has my whole life been a lie?)

Anyway, I don't think frame count is that important, if the timing is weird you can distribute the positions differently too. 

More important is having good looking poses to transition between, at the moment it all looks like one pose being shuffled around. 

Best ref of this I could find, sorry:


Particularly check-out how Ed209's feet change as they're lifted off the ground.  Think the head bobbing is not necessarily a bad thing and you should have more follow-through as with 209's arms/guns if you can.  It looks a little bit weird atm cos the chassis is totally horizontally still, but if you can have any parts that can rotate with a bit of delayed action away from the pivot it'll look more natural. 

118
Pixel Art / Re: Brash Monkeys Spriter software
« on: May 02, 2014, 08:49:37 am »
Spine is a bit more finished, I heard (less buggy), but I haven't used Spriter.  These were actually done in Flash, but with a similar armature workflow:   







Did very minimal pixel-level clean up.  Might offend some pixel purists, and certainly doesn't suit everything, but everyone should experiment now and then!

Wouldn't recommend Flash CS5 tho, ran in to a lot of big problems. (Hopefully fixed in later versions?)

119
Pixel Art / Re: Introductions and Pixels
« on: April 19, 2014, 10:09:38 pm »
you shouldn't restrict yourself unnecessarily

Isn't that what this whole forum is about...   ?

120
Pixel Art / Re: Introductions and Pixels
« on: April 16, 2014, 08:27:08 pm »
You you're right, didn't look great as I'd suggested, but any movement on the arms to stop them looking too stiff probably helps:


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