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Messages - VinceBetteridge
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1
General Discussion / Filthy Fox and Pristine Penguin
« on: January 03, 2014, 10:57:32 pm »
I am sure some of you have heard of http://www.puzzlescript.net/ but I bet not all of you have! It is a game making software that implements very strict limitations on what your visuals can look like. Each tile is only 5x5 pixels which can be any color. If any of you have the urge to try this out I would love to see what you made.

Here are two games I just published using that site.


http://vincebetteridge.com/games/filthyfox.html


http://vincebetteridge.com/games/pristinepenguin.html

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Archived Activities / Re: Secret Santa 2013 Sign-Up
« on: November 20, 2013, 11:25:40 pm »
I wanna join!

Likes: Cartoons

Dislikes: Violence

3
Pixel Art / Re: NES Restrictions: Survival Mockup
« on: November 10, 2013, 06:32:34 am »
Most interactive elements are made into objects (or sprites) at the programming stage. What this means for you is that you would want the your objects (tree, bison, horse, etc.) and all their animations set to a sprite sheet with transparency. After the player harvests the tree it could be left in, but back in the NES days you needed every asset you had used for more important things. This is why you often saw objects either disappear immediately or fade away via blinking.

4
Pixel Art / Re: [WIP] Space Platformer Tileset
« on: October 25, 2013, 04:07:22 am »
What you have isn't wrong. Your in game lighting system makes it so you do not need to bake shadows into your sprites. Keeping everything how it is lets you know what is safe traversable terrain. There is room for expanding the pallet for interactive objects such as death traps, power ups, NPCs, etc. Having these types of things be different colors will give you a clear visual hierarchy that will improve how your game plays.

I do agree with HarveyDentMustDie that your player character is not fitting in with his/her surroundings. Try desaturating the colors a little bit, but not enough where there is no visual pop for the player character.

5
Pixel Art / Re: Need help to animate character
« on: October 25, 2013, 01:18:41 am »
I wanted to try my hand at some smoke and went for a slower puff / chamber fire.



I hope this gives you some ideas. :P

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Pixel Art / Re: Dancing Game [WIP] [C+C]
« on: October 16, 2013, 04:53:09 am »
Thank you jams0988. I have downloaded it, but haven't got up the nerve to learn new software yet. I appreciate pointing me towards a tutorial. I did manage to give that a quick look today.

Small update from yesterday's post. A little bit of clean up and emphasis on motion. Any and all critiques are welcome. ;)







Hey all,

I am back with another animation. Let me know if this whole luminous body thing is working.







This is the low dodge animation :3





I modified the duck/butt bounce animation as well.




7
Pixel Art / Re: Game Title Screen(WIP)
« on: October 16, 2013, 01:01:06 am »
I would suggest looking at some typefaces that may fit your needs. These could help direct how the rest of your design will look. Anna Anthropy has enough designed at the pixel level that you should find something you like.

http://auntiepixelante.com/?cat=12

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Pixel Art / Re: Frog WIP
« on: October 16, 2013, 12:54:24 am »
His left leg highlight is suggesting he has no tummy at all.

The old version of his... what's it called... Throat Sac seemed to better define its roundness. It still can use some of that darker shade you added in the new version, though.

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Pixel Art / Re: Dancing Game [WIP] [C+C]
« on: October 15, 2013, 04:55:05 am »
I have a new animation added to the repertoire. This one is still in the rough stages, but I feel like it is good enough for feedback now.





I am wondering if any of you guys have tips on animation work flow. I use Photoshop to animate right now, but I am open to any program if it helps.

10
Pixel Art / Re: First Pixelart: Youtube Logo [C+C]
« on: October 10, 2013, 03:05:02 am »
Hey PixelPiledriver, did you hand letter that typography? You probably did. Its hot. :3

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