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Messages - dkh
Pages: 1 2 3 [4] 5 6

31
Pixel Art / Re: [WIP] Metal Slug style character
« on: October 22, 2008, 10:17:32 pm »
With the latest edit I think it's about as far as you can push it in that style and with that anatomy.

When I studied the Metal Slug sprite style I learned that it isn't about the sprites at all. What makes the graphics of Metal Slug so appealing is the work that went into the animation of - sometimes - pretty ugly, messy and unreadable single sprites.

32
General Discussion / Re: Learn how to create your own mobile phone game
« on: October 18, 2008, 02:51:16 pm »
NOO, it will make us programmers who aren't exactly talented when it comes to art obsolete!!

Just kidding, go for it! :) I personally am not that interested in mobile game development but I can't think of any reason for not writing a tutorial.

33
Pixel Art / Re: Platforman Game Mockup
« on: September 25, 2008, 03:04:46 pm »
dkh: That may be a little too dark for me, hm.

I overdid it a bit in order to show my point.

Please don't leave the colors as they are, because the foreground is just as desaturated as the already desaturated and contrast-lacking background and it all fades together and it's really hard on the eyes. Believe me or take a look around at other platformers, they all use saturation and contrast for close tiles or objects because it adds readability.

34
General Discussion / Re: Official Off-Topic Thread
« on: September 23, 2008, 03:39:55 pm »
You're actually sorry the guy was not able to take the easy way out?

35
Pixel Art / Re: Platforman Game Mockup
« on: September 23, 2008, 12:44:46 pm »
Quick color-edit on PypeBros' version. Can't see the other images because they won't load for some reason.



Added contrast to tile-layer in the foreground for better readability.

36
Pixel Art / Re: RTS - GUI @ 320x200
« on: September 09, 2008, 01:22:05 pm »
Thanks for the replies!

I didn't even think about the square battlefield, but that makes sense. I addressed this and the readability of the resources in the second version:





The second shot shows what the GUI looks like when a factory is selected. Obviously, the slots are filled with the production-chain of units and the progress-bar shows when the unit in slot 1 is going to be ready.

What programming language you are using to code it? Do you use any gfx library like allegro or sdl? When we can play on beta version? :P I wanna be a beta tester, can I? :P
I use AGS (Adventure Game Studio), which is a freeware game creation program. However, as the name tells, its really made for adventure games so taking it and creating a RTS-game with it is an additional challenge that has - so far - not been done successfully by anybody. I could do it with standard C++ and OpenGL/SDL, I'm really a programmer and not an artist. :) I have no idea when a beta-version is going to be ready, right now I'm thinking of rewriting large parts of the engine to support A* pathfinding.

Anyways, I'm still not convinced that the resources are as readable as they should be, what do you guys say? Any further pointers for improvement?

37
Pixel Art / RTS - GUI @ 320x200
« on: September 07, 2008, 07:22:13 pm »
I'm working on a real-time strategy game with the working title "Troopers". I'd like some critique on my latest version of the GUI.


The numbers on the top of the screen represent resources (not happy with this yet, bad readability? - icons will be replaced once I figure out what kind of resource the game's gonna have in the end, btw), the buttons on the bottom-left are used for special orders/actions depending on what unit is selected (crosshair: attack, arrow pointing down: stop, shield: defend, construction tower: construct production structure, flask: construct research structure) - of course, a marine won't be able to construct anything, this is just a mock-up to show off the icons, bottom-right is reserved for the radar-map and the middle shows statistics for the currently selected unit (in this case a marine, which is a small ground unit [important to know for the player because of how damage is calculated] and two attack-upgrades for it and no armor ones have been upgraded, symbolized by the icons.

I'm trying to enhance this GUI as much as possible, both visually and functionally. The battlefield itself is not a priority right now although it IS an ingame-show so you can, if you want to, drop a few lines on it as well, it's just not nearly as final as the GUI yet.

Any feedback is appreciated.

38
Pixel Art / Re: HangThroat
« on: August 20, 2008, 11:35:06 am »
I know Krumbs already posted this...



...but I'm not trying to imply you are ripping somebody else off, I just want to point you to the name and image of a Mutalisk in case you didn't know this design and want to have a look at it.

39
Pixel Art / Re: [Wip] Starcraft sprites
« on: April 28, 2008, 09:16:41 pm »
Please, please do change the eyes away from that generic cute anime-rpg thingie, it really doesn't fit the Terrans in StarCraft any... AT ALL. They're rough guys, they smoke, the swear, they're dirty.

Apart from that, the Space-Marine looks better with the new colors. For the Siege-Tank, I'd advise you to study more reference material (both from the first and second part currently in development) - that is, if you want that tank to actually be a Siege-Tank. It just looks way different design-wise.

Can't comment on the tiles. What do they represent? Sand? They are not readable in the slightest, try thinking more of a structure behind the shapes and not of the shapes themself (ie. try drawing/shading little stones or whatever, don't draw random lines and dots in a way them seems nice when zoomed in).

40
General Discussion / Re: Indiana Jones Game?
« on: November 27, 2007, 07:28:55 pm »
Ha, quite a surprise, this thread. :)

First of all, I am the programmer of the game in my signature, Fountain of Youth. Now, to your point: the game you seem to be describing is "Indiana Jones and the Last Crusade" with the musical puzzle. Find more on google. It's commonly referred to as "Indy 3" as well. Fountain of Youth is more like "Indy 4" (Indiana Jones and the Fate of Atlantis) by the way.

Thanks for playing our demo!

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