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Messages - StarRaven
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51
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 19, 2012, 08:19:23 pm »
And...
->
Better?

52
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 19, 2012, 07:45:58 pm »
tehwexxl0rz:
As awesome as that sounds, I can not think of any way that normal kids have handheld sonar devices that would make any sense. XD Even if they were in the house already or something. However, in a less literal sense, I wonder if I could go for a generic "there's a sound coming from this direction" sort of thing on the mini map. Infamous did an interesting thing with how the dead drops showed up -- the edge of the minimap would kind of glow in the general direction of the nearest dead drop -- a stronger glow for when it was nearer.

About breaks between rooms: Oh yeah, of course. I guess I'm just so used to RPGs that do it this way that it's kind of a no-brainer for me. I should probably look at other ways to do things in the future, but I think it does fit for this project.

Facet:
What's to stop me from using a bigger tile... um... uh... principle..? (In other words, nothing. 8D Good idea, haha. I will give it a shot.)

Man, the blue and green you've added on there make me think of something ancient, with green things growing on it, which is kind of awesome. It's not what I'm going for, but it gives me some ideas.

I'm hesitant to add so much shading and small details to those dark brown parts, since that's where some things like items and such will end up (in the oval bits, those will be 100% covered) and I don't want it to become too busy.

I've just kind of been eyeballing the AA; is there anywhere in particular that you thought it didn't look right? I pushed some pixels around while I was shading. I also like the thicker borders you used, so I tried that, too.

I may have actually saved over the original picture, so it might show up the same up top. Gah.

Experimenting with some more organic shapes with the other half. I love snakes. :3 Not sure I'll use him but he was fun to doodle anyhow.


The next animation I want to work on is a getting hit/taking damage sort of animation, but I'm not really sure how to do it. Hm.

53
Pixel Art / Re: Female Space Marine
« on: February 19, 2012, 05:21:51 pm »
I'm afraid to say that Pixelation haven't changed much from 4 years ago, then. Noob and famous people get all the attention.
Oh, "You're on the right track" or "I like it" are valid feedback, really.

Let's see if a poll will help me:
- Does it seem a woman in a space suit? Is it too feminine or manly?
- You think all the armor pieces fit together?
- Would it fit in a game? Is her design and colors "catchy" enough?
- Which one of the colors fits a main character? Is there any design standing out of the cliché?


I've noticed that you might not get many comments on the first post, but if you keep posting then you'll get some attention. This is probably because so many people post something and then never come back. I have to disagree that noobs and famous people get all the attention -- the attention goes to stuff that's easy to critique.

Asking specific questions makes it easier for people to offer feedback on something that's already nice and solid like this, because otherwise we don't know what kind of feedback to offer. This looks pretty finished.

Anyhoo! To your questions:
- It is pretty androgynous, but it's not "manly"... what I'm trying to say is that while I might not know if it's male or female at first glance, I have no problem seeing it as a woman now that you've told me it is.
- All the armor pieces fit together. I'm not sure about the blocky head piece in some of the color schemes, though. I'm seeing it as a beret on that third one in your last post.
- It would definitely fit in a game. The design is very good, and whether the colors are catchy enough will depend on the background you're going to put her on.
- The first two, the blue and red, are very eye-catching. I think I would have made all the accents on the blue one pink, though, like so: The cyan doesn't stand out enough against the blue, in my opinion.

I experimented with pink a little. And chartreuse.

54
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 18, 2012, 06:48:58 pm »
Yeah, that thing you said about seamless scrolling (crunching up ahead, who knows what it is? etc etc) is exactly what I had in mind. Screen to screen would allow for some shock scares, but it's not the effect I was going for. I might be thinking "wow it's horrible" but on second thought, it wouldn't be so bad if the screen was big and the whole room was viewable at once. (I'm imagining it on a small screen like the one I've designed already.)

I think my original inspiration for making a horror game was when I played Persona 3 and it would scare the crap out of me any time I got one of those floors with the Reaper on it -- it was fine at first because there were no monsters on it, but then I'd hear that clinking chain sound and I'd just go "oh crap." (And then I'd start running and suddenly I'd see that little blinking dot on the mini-map coming toward me that that was enough to start me running like hell in the other direction even without seeing it on the screen! The visual equivalent of hearing footsteps coming down the hall, I guess.)

55
Pixel Art / Re: Female Space Marine
« on: February 18, 2012, 07:39:07 am »
I don't have much to say other than "I like it." The black and white with the cyan accents looks really good.

If you posted alternate colors, you would probably at least get some "I like ____ better than _____" comments.

A lot of threads have really high views. Either there are a lot of lurkers on this site or a lot of bots. Or I'm just used to hanging out in dead forums, hehe.

56
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 18, 2012, 07:08:24 am »
Mike:
The house is pretty big, heh. Four floors and about fifty (admittedly mostly small) rooms. The design is intentionally maze-like, for both gameplay and story reasons. Having a mini-map doesn't mean you have to "know what lies ahead" -- there are a lot of ways that a game can challenge a player, but making it hard for them to find their way around is not one of my favorites. Still, I think "because I want one" is not really the best justification for why I've got a mini-map, so I'll give it some thought. If I scrap it, I might at least make it available via a map item that the player can pick up.

Now I might be severely biased, or I might be misunderstanding what you're talking about, but.... is screen-to-screen that thing that some of those Zelda games do, where the screen doesn't move until you get to the edge of it? I'm not a fan of that. It makes everything feel disconnected and it's a pain to run anywhere for more than a screen's length when you have to stop and wait for the screen to catch up to the character. That would really take away from the "running away from something that's trying to kill me" vibe, and the creep of the camera as you walk is crucial for a slow reveal. The game is primarily going to be stealth-based, without a lot of fighting. (Basically, if an enemy attacks a character and the character has the appropriate item, the character will kill the enemy. Otherwise, the character will take damage and run away if they survive.)

Anyway, that was a bit of a ramble! Keep those opinions coming; I definitely want to know what you think. How will I know if my design choices are solid unless I can justify them when people question them? :D

Bah, I hate posting a reply when I don't have any progress to show but I'm still working on this UI....

57
Pixel Art / Re: [WIP] Lizard People
« on: February 17, 2012, 04:39:15 am »
If you put some shadows underneath them on that background, I think they'd look 100% better.

The skinny lizard looks a little off-balance -- her forward foot needs to be just a tad more... uh... forward. I think. Her center of balance looks to be just a little off to me.

I love that blue guy. Love love love him.

58
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 17, 2012, 04:34:24 am »
If you don't use this art, let me try. I made a 2d engine in sfml c++.
If I don't end up using it, I'll slap a CC on it and put it on OpenGameArt. I'll let you know if I do. :3

59
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 16, 2012, 08:30:52 pm »
I've been designing a new UI. I did the original frame mostly for fun and I didn't leave room for some important things, so I'm scrapping it. I don't have a lot of ideas, though. Here's what I have so far:

I like gigantic clunky UIs in case nobody can tell. :B

The ovals along the right side are for inactive characters. (I am thinking that if a character should die, the demon's hand can reach in from off-screen and scratch out the portrait.) The circle at the top left will be a place for a mini-map that will show which area of the house the character is in, and a bar nearby would name it (something like, "Second Floor -- North Hallway.")

And two new animations: picking up an item and using an item.

Shown with a test item (green notebook) and without. I haven't fixed those jaggies yet; I keep forgetting. Also, I am beginning to think that her arms are too short in the standing sprites, haha.

Just for fun, I found some concept art of the wall-sconce-monsters:



kab00m:
No promises, but I'm hoping to. :D

Edit:
Oh! Also I kept meaning to say...
...creating a few tile variants of the boards. Also, lengthening those a bit, perhaps just removing every other divide would look more floor-boardy.
I can't get the floorboards any longer; my tiles are only 16x16. :( I was going to try a vertical board, though -- maybe the perspective will make it look longer? Test:
vs

60
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 12, 2012, 09:37:46 am »
Yeah, I was trying something with those swirls but it's better without them. Some other stuff will pretty much cover those spots anyway. Anyhoo, mocked up a darkness effect finally:

Still working on those sconces. Nothing I want to show off just yet.

Worked on the run animation:

I'm pretty happy with the front view so far.

And I'm testing out the portrait with the expressions I have done so far. No hands yet. Okay, I admit it, I did it for fun. XD I just wanted to watch her blink.


And some scraps:

Characters, items, character status doodad.

I am thinking that one of the top corner bits of the UI could extend into a place for a mini-map. It could be toggled open/closed maybe? Hm....

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