Pixelation

Critique => Pixel Art => Topic started by: Indigo on November 20, 2006, 06:24:42 pm

Title: Mag-Man :: 72 hour entry
Post by: Indigo on November 20, 2006, 06:24:42 pm
well, the competition is over, and we've got another game.  Kon (Alex Hansen-White) and I did the graphics for this one.  Feel free to crit, comment, or whatever.  I might expand this in the future. 

Kon did the majority of the art for this one, since I was also programming and writing music for this entry.  Kon did the characters, we worked on the tiles together, and the other game elements and menu's are mine.  Fun project, i'm pooped as far as pixelart goes.

Download:
http://www.spriteart.com/indigo/compo2/Mag-Man.zip

Credits:
Programming:   BugBoy (Noah Duncan), Indigo (Dan Fessler)
Art:                Kon (Alex Hansen-White), Indigo
Levels:            Kon
SFX/Music:       Indigo

Screenshot:
(http://www.spriteart.com/indigo/compo2/screen3.PNG)

Result:
(http://img.photobucket.com/albums/v169/calypson/Picture10.jpg)
Dr pepper cans = 42
Time allotted to drink = 3days
stress level = FU!
sanity = 0
Title: Re: Mag-Man :: 72 hour entry
Post by: Toby on November 20, 2006, 06:38:20 pm
:o Oh my!

The screenshot looks gorgeous! It's a damn shame I won't be able to play it unless someone ports it to OS X :( That is some of the best pixel game art I've seen in some time, I envy both of you and hope to be as l33t some day :) You two seem to make a good team graphics wise, I hope to see more of your co-op action in the future too!

Oh, and just so that this wouldn't sound like total ass kissing I have one minor crit. The ambient ball's seem to have slight blending problems, the outline seems unfinished.. Unless of course it was intended. But I still think they could stand out more, like the sprites, assuming they're game elements?
Title: Re: Mag-Man :: 72 hour entry
Post by: Nix on November 20, 2006, 06:39:21 pm
did the teeshirt come free?



im jus downloadin
:D
Title: Re: Mag-Man :: 72 hour entry
Post by: Blick on November 20, 2006, 06:39:37 pm
The directional controls are a bit iffy, like if you run into a horizontal wall while going down you strafe to the right, and if you hit it going up then you strafe to the left. And the playing field is a bit small for the idea of repelling and attracting the bombs.

In general, it's a good game for only being made in three days by two people.

The picture with the Dr. Pepper reminds me of a picture of my friends after they'd stayed up all night finishing a video project for AP History, and they went straight to school with two cases of Red Bull to stay awake. The Red Bull didn't even last half the day and both of them were sent home anyway because they were getting sick, but they took a picture of themselves next to a Red Bull pyramid first.
Title: Re: Mag-Man :: 72 hour entry
Post by: 8bitty on November 20, 2006, 07:52:30 pm
i really don't like the directional functionality, but the artwork is amaaazing

i'm sure if you spent more than the 3 days on this the controls could be perfected

 :y:
Title: Re: Mag-Man :: 72 hour entry
Post by: AlexHW on November 20, 2006, 07:57:33 pm
phew!
the 72 hours are over..
im pretty satisfied how it turned out for only 3 days.
I agree about the directional controls, i keep dieing cuz i slide into things, heh..
yeah it was tough to get the metal balls positioned in good areas to make the best use of them, but i only had little experience with how the game played, and little time to experiment with level editing.. if there was more time, i'd have made cooler levels..
Title: Re: Mag-Man :: 72 hour entry
Post by: junkboy on November 20, 2006, 08:19:26 pm
Nice work! The game is a bit confusing, but I think I'm starting to get the hang of it. The graphics are gorgeous.  :y:
I'm also digging the "beatboxed" explosions..  :lol:
Title: Re: Mag-Man :: 72 hour entry
Post by: ep on November 20, 2006, 10:27:00 pm
Reminds me of a game i used to play, and another called firestarter, fun, although dont always manage to get into the slots.

Also on I believe the third level all of the enemies get stuck together, I couldnt blow up a pair near the top since the bomb kept getting repulsed across the board so I ran out of bombs and couldnt even kill myself to try again.
Title: Re: Mag-Man :: 72 hour entry
Post by: Ryona on November 20, 2006, 11:06:50 pm
Ooooh! From what I see on that screen shot already, the game looks bloody gorgeous!
I'm so going to try out the game soon. I'll let ya know what I think of the game overall then.

Oh, and that pic of you with all those cans and the Dr. Pepper shirt is so funny!  :lol:

Quote
Dr pepper cans = 42
Time allotted to drink = 3days
stress level = FU!
sanity = 0

Lol!


Oh, btw, I love your avatar! It's so amusing. ^_^
Title: Re: Mag-Man :: 72 hour entry
Post by: Feron on November 20, 2006, 11:08:10 pm
goddamn, awesome screenie.  shame its not for mac users :(

if anyone wants to post a load of screenshots (or levels / sprites; kon/indigo) i would be very appreciative!
Title: Re: Mag-Man :: 72 hour entry
Post by: crab2selout.png on November 20, 2006, 11:31:42 pm
I thought there was something familiar about the style of hte gfx. Then I saw Kon's name under artists and it all made sense. Great stuff, both of you. I gotta say I really like what you've done with the grass. Don't think I've ever seen anything quite like it. Were there any games  or pictures that influenced it, or is yours?

Title: Re: Mag-Man :: 72 hour entry
Post by: saimo on November 21, 2006, 12:09:02 am
Very nice screenshot. Sprites are OK, but what I really love is the backgrounds (mmm... leafs aside :-\).
I can't try the game - running on AmigaOS right now - but in all, it looks like a fantastic job for just three days :y:

saimo
Title: Re: Mag-Man :: 72 hour entry
Post by: .TakaM on November 21, 2006, 05:31:10 am
very nice, very professional.
looks like you all put in a lot of work, speaking for myself I feel quite.. ashamed really, not proud of almost anything I made over the last 3 days or how hard I worked, the first day I worked very hard, but I just really burnt myself out on mediocre graphics that I just didnt enjoy continuing to work on.

i went through about 6 litres of coke :P

seriously, great work I really love the look of this game  :y:!
Title: Re: Mag-Man :: 72 hour entry
Post by: EyeCraft on November 21, 2006, 08:13:49 am
Quite simply astounding. The level of quality for such a short dev time is really really impressive...and the quantity of soft drink is just...scary.

The strafing is getting me killed alot. Also attracting balls towards you kills you, even if the ball only moved like 1 pixel. I reckon it shouldn't hurt you, just stop.

Otherwise its really marvellous, I think you guys should take some extra time to perfect it!
Title: Re: Mag-Man :: 72 hour entry
Post by: ptoing on November 21, 2006, 12:20:12 pm
The game looks nice, but the controls are fudged, would be cool if you would fix them up.

About the Dr. Pepper thing, hilarious, but I have to say if I'd drink that much carbonated stuff I would be on the toilet more than in front of the PC. When I did stuff for the 1st 72H compo I slept 8 hours in the middle of the 72 and I did not drink ANYTHING with caffeine. Just water and juices.
Title: Re: Mag-Man :: 72 hour entry
Post by: baccaman21 on November 21, 2006, 02:00:35 pm
The directional controls are a bit iffy, like if you run into a horizontal wall while going down you strafe to the right, and if you hit it going up then you strafe to the left. And the playing field is a bit small for the idea of repelling and attracting the bombs.

that'll be like zelda then  before it went 3d... ?

if it works for shigsy then it works for me... besides... 72 hours... lots of frames already without having to worry about the 45° puppies...
Title: Re: Mag-Man :: 72 hour entry
Post by: Ai on November 21, 2006, 02:53:11 pm
I believe Blick meant that the inconsistency was a problem; that bumping into a wall should cause the same kind of movement regardless of current direction.
Title: Re: Mag-Man :: 72 hour entry
Post by: ptoing on November 21, 2006, 02:56:35 pm
I think bumping ito a wall should cause no movement whatsoever, it just fucks up the controls
Title: Re: Mag-Man :: 72 hour entry
Post by: Dusty on November 21, 2006, 08:19:24 pm
When you're dealing with walking on coordinates and you use floating numbers(IE, your coordinate can be 32.75x and 25.5y) then having some sort of "wall sliding" is essential. One very annoying thing in the original Zelda for NES was you could walk off the grid lock, but if you ran into a corner of the wall(like while trying to enter a door) you'd just get stuck there. They fixed this Z:aLttP thankfully though. The movement in this game was buggy and hard to control, but the sliding only needs to occur when you're walking and just a side of the sprite is pressing against the corner of the wall, otherwise you stop on the wall or keep going.
Title: Re: Mag-Man :: 72 hour entry
Post by: Lackey on November 21, 2006, 09:52:38 pm
You could run checks for empty space so you'd slide around things like solid blocks but not longer walls, couldn't you?  So you'd have a rounding off effect, basically.  I'm reasonably sure this is how the version of Bomberman I used to play worked, but I may be misremembering.  I mean, the sliding is actually a really useful feature (and practically essential unless there's a grid-locking mechanism) it just needs to be tuned.
Title: Re: Mag-Man :: 72 hour entry
Post by: buloght on November 21, 2006, 11:00:50 pm
This game is a lot of fun, you guys did a great job, it does take a little to get the hang of the controls, but once there it's great. The game graphics are very pro. (and I dig the Stop sign behind the Dr Pepper, great touch  :) )
Title: Re: Mag-Man :: 72 hour entry
Post by: Indigo on November 28, 2006, 07:30:46 am
thanks guys for all the kind comments.  I'm trying to convince our other coder to fix the control problem, but no promises.  here are our results from the compo...

1st in graphics
3rd in sound
2nd in completeness
3rd overall

for the full results, go here:
http://72hourgdc.com/
Title: Re: Mag-Man :: 72 hour entry
Post by: pixelblink on November 28, 2006, 08:22:34 am
congrats on taking third! You guys deserved it :)