...the idea of a game dealing with philosopy/ the universeI know hyperbole is a pre-requiste for these sorts of things sometimes, but narrowing your scope a bit might prove helpful :P
Looks hella interesting Ryu, great rendering & pixel tech. I also love the gameboy aesthetic with an unhealthy passion ;)Quote...the idea of a game dealing with philosopy/ the universeI know hyperbole is a pre-requiste for these sorts of things sometimes, but narrowing your scope a bit might prove helpful :P
Is the game going to be essentially a dialogue-heavy RPG? are the screen-sized characters portraits intended for cut-scenes or similar? they don't leave a lot of room for the character or anything much else if you're sticking with standard GB res.
Some stuff that looks a bit strange so far:
- Omega's extra heads seem tacked on and not fully integrated anatomy-wise.
- Void's upper pair of forearms are very long and the bis/tris very short.
- Why are the former personified as giant bodybuilders and SD's cat so literally?
- The cat's eyes are very close together
As always I'd love to see a mock-up of how all this is going to work in-game :D
* Don't labour the art. See how much art you need, make it fast, and refine it if you have time at the end. Don't make pixelation threads for every little thing, just draw as well as you can at the moment and you'll find out at the end even if a few tiles or enemies are not as great looking as others, the whole thing will look better as a sum than as parts.Excellent advice for everybody. "Leave well enough alone."
I'm considering getting a friend to make a rough 3D model of it and taking a screenshot at an angle for a 2.5D effect to make it appear more monumental and real, as opposed to the symbolism that happens in most 2D games. Do you guys think it would be worth it?
rikfuzz: I only wish I had HALF the 3D skills you have. My incompetency in that department is embarrassing. How long did it take you to make the model? ( how long to learn to be able to, rather)
Also, those sprites are nice. Obviously I'm a fan of 4 colors :]
Especially wondering about speed/ delays etcDecreasing the delay fps will allow you to get away with more action.
I think I need to go the sketchbook for a bit and plan out how the boss battle will go exactly to ensure the animations are compatible.Definitely. I can see how much work you've invested in the current animation set-up and possibly the discrepency would go unoticed, at a push it could be ret-con'd character-specifically as distortions of space and time :P, but under scrutiny; his fists are the size of his shins and how does he touch his toes without exposing his back?
My animation skill level has nearly doubled just from two posts of yours.Great!
currently I suck at effect animations, and I have even less patience for them than movement animation.FX can be tough.
PPD are the particle effects by hand?Yup.
Are you using an automated process?No.
Like Pro-motion anim paint?I use graphics gale.
I was actually hoping there was a way the frames could magically be made going in reverse order
I find copying and pasting full frames in promotion very unintuitiveNever tried Promotion.
One question though, does it allow for layers/ onionskinning?Yup, it has both.
This is a concept for a lotus room, sort of like a hidden firelink shrine that will replenish the main character. This one is part of the natural world, like the mud buildings a couple posts back, different from the glitchy otherworldly realm in black and white. Right now things are a little clashy but will harmonize once I get rid of the npa element and clean some of the tiles up.I don't know if this idea can follow the plot, but it would be cool effect when player sees this place getting glitchy and monochrome ;)
rafal345: Thank you! :D There will be another lotus room that is much more technical and will feature the monochrome palette and perhaps even the glitchy aesthetic; will try to sketch it up soon :]I meant something like this(I just made it monochrome, but this black/white part should be glitchy too):
I just have to say this looks pretty amazing so far.
I really do urge you to stick with the smaller sprites though. With a name like "Wander", you really do need to feel like you're in a big, open, world and the smaller sprites allow you to feel small in the world (akin to the original Zelda on the NES where you actually DID wander).
The apple seems a bit narrow to me. Besides that good work, it all looks awesome.