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Messages - Shoba
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1
... typically they weigh about 4-5kg (8-10lbs)....

Even though I have to agree with the biggest part of your post, I have to disagree. The Claymore for example, one of the biggest swords in European History is slightly over 2 kg. A Broadsword is above 1 kg and below 2 kg. I have a few Movie Prob Sword from Conan the Barbarian. Those tend to be heavier then normal swords. Nobody could swing around 8 kg for more then a few times ... well, maybe a masculine Werewolf could. From my knowledge of sword fighting, which I mainly have from Japanese Samurai Movies and some real ... fake ... Swordfights of trained ... err (what the hell does "Schaukampftruppe" mean in English?) Guys, if you have to run while wielding a Sword you do it in a Position which allows a Strike which uses the momentum of your running. Which means something like holding it over your head or behind you. I admit, that would look rather dumb. I suppose that's the reason why Castlevania Heros only draw their blades when they attack :3.

BUT! 350 pounds of Werewolf muscles may handle physics different then the rest of the universe.

Anyway, I suppose this will be a fun game once its finished :3. Keep up the good work.

2
Pixel Art / Re: NES Style Game Graphics
« on: September 01, 2010, 08:21:03 am »
Thanks for the feedback. The grass is actually supposed to be glowing grass. Nah, who am I kidding... It really looks way to bright. I toned the whole thing down. Here is a look at the tileset, where the tree can be seen as well. I think I'll have to create some more trees, maybe bigger ones, and details to break up the monotony, especially the edges where it goes straight down.



here's a screen shot with the toned down grass. I also changed the background a little bit to reduce the total amount of colours (still beyond 16...).


3
Pixel Art / NES Style Game Graphics
« on: August 31, 2010, 12:11:34 pm »
Hi, I've been working on a NES like game lately. It is not really that much NES like since the resolution is to high and the color palette is pretty different from the NES. I just wanted to capture the look and feel of that era (And I was heavily inspired by this thread).





Any Criticism or suggestion would be appreciated :3.

4
Pixel Art / Re: [wip] Project Newton Game Sprites
« on: August 20, 2009, 10:35:13 pm »
Well, at least I accomplished what I wanted, to create a pose which looks nothing like a normal standing pose. But it was not my plan to make her look to much "pissed off". I tried to give her foots a more parallel look.
The Left Version version is pretty much the same as above with different legs, the right one is a little bit more laid back.

@Luminous_Reaver:
Maybe I'm a Sadist. Nah, I just wanted to get away a little bit from a typical Standing Pose.

5
Pixel Art / Re: [wip] Project Newton Game Sprites
« on: August 20, 2009, 12:48:02 pm »
Hmm... you're both right about the pose. It really looked kind of odd. Could have something to do with the fact that I used another sprite as a base, from a character which had high heels (but since that sprite was created by me years ago I suppose that's all right :3).

6
Pixel Art / [wip] Project Newton Game Sprites
« on: August 18, 2009, 11:10:49 pm »
Recently I started to continue to work on some projects I started eons. Back in those days the hero of my project used to look like this:
But after trying to animate that little bastard I realized something very, very important: I cannot animated SD Sprites if my life would depend on it. So I changed the little bugger to a more human like approach, and change his gender during this process.

I am not a 100% sure if there is a better way to handle the hat and the shadow on the face. C&C would be most appreciated.

7
Pixel Art / Re: [WIP] Platform Exploring Game
« on: May 14, 2007, 08:43:53 am »
Nah, Eternal Night is still out there, but the project is way to big to finish it all alone. I'll have to wait till I manage to create something like a team. This yet unnamed Cave exploring game is much shorter and simpler compared to EN:Dee, since I finally want to finish at least one game.

8
Pixel Art / Re: [WIP] Platform Exploring Game
« on: May 11, 2007, 09:09:35 am »
@candiru:
Nah, the Cat Pirate and the Wanabe Captain Nemo stay. The Mushroom Hills and the Crystal Cave are only two of (hopefully) more settings I'll create. The Guns will stay as well. This whole Project Started after a way to long session of Cave Story. And since the whole game is a dark Future Setting, Guns are the right thing to use (even though there will be one or two close Combat Weapons within the game).

@Noveroth:
Hmm... maybe I should use the more simple style of the Wanabe Captain Nemo for all Character Portraits.
[Sarcasm]And no, I'm not Shoba from BNG, im his Evil Twin ShinShoba. But, hey, this stays between you... and me ... and this forum.[/Sarcasm]

@Stwelin:
...I'm not a 100% sure if I know what you mean...

9
Pixel Art / Re: [WIP] Platform Exploring Game
« on: May 10, 2007, 12:59:50 pm »
Those sun flowers turned out to be some killer flowers from hell, since I gave them some homing attack where they fire leaves at the player kinda like the leave shield from Megaman. Here is their current Idle animation.


And here some more NPC's:

10
Pixel Art / Re: Platformer mockup WIP
« on: April 28, 2007, 12:22:59 am »
The way the patern on the arches fades to dark seems kinda wrong. I would have solved it kinda like this:


I think this is called a hue shift as far as I know/remember.

Currently, this whole scene kinda reminds me of Zanzarah, with the girl, which seems kinda out of place and that elemental faerie like creature. And I think sharprm is right. Some Shadows might add more depth to the scene. I kinda like the water, but those ... blue things on the wall... are they supposed to be water coming out of the wall?

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