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Messages - Olothontor
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71
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 29, 2010, 09:42:55 am »
Awesome! Those could definitely help, although I find it strange that some of those vehicles have a bit more contrast than the others. Are they supposed to be more eye-catching than the rest?

Look at me, critiquing your critique. My bad.

Anyway, I'll do my best to these to good use. Ill avoid using your designs, though. What precisely are you looking for? More mechanical detail, more detail in general? Is there any specific aspect of them I need to reinforce or add to?

(P.S. You are forgiven  ;D )

72
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 29, 2010, 12:12:32 am »
So you don't think those will distract from the tanks themselves? I'm definitely willing to try it, but I'm just curious.

Edit: I forgot to mention; thanks a ton for the edit! It really got your point across. I appreciate it :)

73
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 28, 2010, 01:12:16 pm »


Alright, here's my try at a grill-style front on the APC (look for a red box; old on the left, new on the right). Let me know what you guys think. Work continues, as usual. Thanks for all the critique!

74
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 27, 2010, 02:03:32 pm »
Haha, no, no. It's a valid opinion, certainly. Like I said, I will play around with the grill idea, especially because it's something I had not previously considered.

I'll get some experimental grill-age up ASAP. Probably sometime in the next four or five hours; I don't get a chance to use my laptop until I get home today.

75
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 27, 2010, 09:23:48 am »
But then the ENGINE is in peril. I would rather have a running tank than one without a gunner and/or driver. To me that makes more sense, but then again I guess I'm no engineer.

I'll play around with the grill concept and see which I like the look of better.

76
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 27, 2010, 12:12:21 am »
Well, first thing, thanks for the crits. I'll keep my geometry in mind.

Second, they're not exactly supposed to be terribly realistic, I was going for a cartoon-ish feel. In relation to the windows, yes, they were intended to be windows. Also, why you would put the engine on the front of a tank eludes me. Is that not the part of the tank that tends to get shot at most often? I suppose putting the driver and gunner in that space also proves just as idiotic, so i guess that's a moot point either way. Nevermind xD

77
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 26, 2010, 09:34:33 pm »


Fixed, for the most part. Started one the cardinals for the transport APC.

I'd really like help with the tiles; they're overly bland, dull, boring, and very out of sync with the rest of the sprites. Please help?

78
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 26, 2010, 05:59:30 pm »


Overall updates. In the upper right hand corner you'll find the biggest one: finally gritted me teeth, sat down, and worked out the cardinals on one of the tanks. Feels good to have that out of the way, and I feel like they look really good. But of course I should avoid judging my work all by myself.

79
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 25, 2010, 11:24:50 am »
Sorry for the double-post, but I figured I'd drop in before I went back to my spriting cave in order to let you know that this has been officially taken up as a project.

We have no information on the game name or anything really specific, and it will resemble Advance Wars in a great many ways, however, the twist to the system will be the addition of battlefield "layers".

So, not only will you have the topside battlefield as normal, you'll also have underground and sky battlefields.

And gaining the upper hand in either of those can do good things for you (dropping in more troops from the skies, or planting mines just below the battlefield surface, for example).

In some cases, there could even be multiple layers on either end (up to 3, maybe?), or no layers at all, making each battle diverse not only in terrain, but in the things you can do. You will almost never be able to use the same strategy for every battle you enter into, because the option you most often use will not always be available. I really think it'll make for an interesting system.

EDIT: My time in the spriting cave has yielded results. I'm still not happy with the way the helicopters look, but it's a step in the right direction, at least.



Any suggestions? I appreciate it.

EDIT II: I also tried my hand at an animation for one of the tanks. Any good? I feel like it needs improvement, but I'm not sure how.



EDIT III: Updated the OP with the latest full spritesheet, which has the beginnings of the map tilesets on it now. Enjoy, and critique anything here. I'd be happy to have your opinion.

EDIT IV: Updated the animation a bit, so that the treads actually move, plus there's some context of motion. Also gave me an excuse to test the tiles.

80
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 24, 2010, 12:29:06 am »
Actually, just because I'm basing the sprites off of an Advance Wars style doesn't mean the gameplay will necessarily resemble Advance Wars. My plan was to have their current size be the normal size; there may or may not be smaller sizes for overworld map units or whatnot (might just use markers).

As for the copters, I was doing my best to keep with the blocky style, so the helicopter fins are not tapered. I do agree with you on the rotors, however; it took posting them for me to realize it was a perspective issue.

Thanks fir the crits and comments! Stay tuned for progress.

EDIT: As for the troops themselves... I'm not sure how to define them any more at that small of a scale. I'm open to any edits (seems like a pathetic thing to request, but hey, whatever works). I'm honestly not sure how to approach them, so I'll take whatever assistance I can get. Thanks in advance, guys.

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