Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Elrinth
Pages: [1] 2 3 ... 11


I try to constraint myself to NES color restrictions.
It seems capcom drew the face of megaman on after his body in order to come up with the additional colours required.

cool demo!

some feedback:
* don't make the player die if player spams jumpbutton and holds direciton right from the lift where lava is following.
* don't make the game hang with message "O YEPT..." when I place the block near the gun turret.
* it was okay to remove jetpack from stage 1 to stage 2, but removing it when u get up from the lava lift is not okay.

Very very cool game!

Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: February 11, 2014, 12:27:39 pm »

Hey! Quick edit, there is some sloppy placement in mine but the idea was to clean up and give the pixels a little more room to breathe! It's very easy to get carried away with shading, but when sprites are this tiny you can actually describe form better with shapes than you can with shade. Pay attention to the pixel clusters rather than trying to smooth every line. Use shadow along the edges minimally, and when you do, block out large areas.

Oh my god, I love what you did with the hat! I'll definitely take that to the next version :D

Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: January 30, 2014, 09:40:08 pm »
This project has been going super sluggish. But I've coded the game engine and metal man stage is fully playable. now I need some original graphics.
I decided to step away from the mega man look and go for something else...
so here's my char atm... I haven't decided if he should wear the hat or not. or perhaps make the hat as an equippable item

Edit: added animation of the main char:

Pixel Art Feature Chest / Re: Reworking Zelda style tiles and sprites [c+c]
« on: September 10, 2013, 08:55:40 am »
To me it feels like the ground is floating in the air. It feels disconnected from the lava and the ground doesn't look attached to anything right now. Am I the only one who gets this feeling?

I really love your latest graphics, just need some attachment of the ground into the lava. I think the outline colour on the bottom side is actually doing too much to separate it from the lava. Perhaps a more dark reddish instead of dark greyish?

Right now this is what I imagine it to be (kinda):

Here's some really sloppy edits:

Kinda waterish shadow:

With yellow lines which you already use on the spikey thingies which lie in the lava. Why not use that on the ground aswell?:

Pixel Art / Re: Tileset with RPG Maker VX Ace limitations
« on: August 07, 2013, 09:32:29 am »
Absolutely lovely colours and I love all ground tiles, the flowers, the small ducklings and the trees! The bushes on the grass don't look as convincing as the same bush put in the desert/dirt part.

I think everything in your picture has great perspective to them, except the house.
As previously mentioned the house needs to stay true to the perspective.

Also I'd like you to make some big highlight around the door to show there's a frame or something. I'm sure you know what I mean.

Good luck with your RPG. Graphically it's becoming very very nice.

Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: October 21, 2012, 09:24:46 pm »

Here's some tiles, and also usage of backgrounds and background objects (clouds & sun)
Hopefully I can get this scrolling in the engine later. Now time to draw an enemy (which isn't a robot!!)
Here's some plant enemy.

New video of what it looks like ingame:

Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: October 19, 2012, 09:44:27 am »
Hi again!
I got a burst of pepp and have been coding on my engine for awhile. I also updated the spritesheet slightly.

Ok here's the latest spritesheet. Basically just a edit of Mega Man :)

I borrowed tilesets by Mt &QuickSilva which was in mockup frenzy:

Here's what it looks like in motion. I didn't try very much to create a good looking level from the tiles just yet.
It's basically just testing my engine.

Pixel Art / Re: THE WEIRD "PERSPECTIVE" Now roll your brain...
« on: August 20, 2012, 12:16:16 am »
Looks great! But the gun of the dwarf is pointed in the wrong direction. It's like he's aiming into the sky now.
The feet indicate he's facing straight down. So the gun should be pointing straight down aswell.

Is he looking southwest, or simply south? I guess the guns direction would be excusable if he was looking southwest.

\ | /
-   -
/ | \

Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: August 10, 2012, 09:03:19 pm »
Here's what I decided on (probably room for plenty of improvement):

It looks like this in motion (in-game):

Physics like move physics and fall physics might be off. But the jumping height is just perfect like Mega man (3 tiles in y)
Also animation speed might be wrong for movement.. I've got 0.07 sec the first "start move" frame and the rest of the frames (which are looped) which have 0.2 sec each.

Pages: [1] 2 3 ... 11