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Messages - crab2selout.png
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Pixel Art / Re: Mockup for a personal project.
« on: July 23, 2019, 12:51:51 pm »
Cute sprites. They channel that 'X of Mana' series vibe. I think it's the hair that reminds me the most.

I like the palette, but it could use a few tweaks. The biggest problem for me is contrast/values. It feels like the ceiling, floors, and walls are all demanding equal attention. It's not too bad on the walls or floors, but it strains your eyes a bit when its like that on the ceiling. I think it'd be better if those polka dots were a lighter shade of grey much closer in value to the ceiling background colour. You might even hue shift away from the grey used on the walls to visually separate it more.

I'd even try something similar on the floor. The value range is a little too close to the sprites which means the sprites don't pop/read as well as they could.

I think you misplaced your treasure chest as it looks like it intrudes by a pixel on the tiles below it.

Pixel Art / Re: Wrath of the sorceress
« on: October 29, 2012, 05:41:20 am »
Awesome! Love what you've got down so far. Can't wait to see the polish laid on. Not really sure what's going on with the lava flow stuff at the bottom, but its hard to judge at this stage.

General Discussion / Re: OUYA- The indie developer's dream
« on: July 18, 2012, 03:58:31 am »
crab: that article was needlessly skeptical to the point of missing information.

Firstly, it's been merely 10 days since the Ouya has been public, and you're already expecting a full line up of launch titles? The console will already be compatible with a lot of games that already use the Tegra 3 and Julie Uhrman has said to site the Tegra 3 video that has been posted to see what games on the Ouya will be capable of, and titles that will be an easy fit for Ouya.

It wasn't that i was expecting a full line up, just skeptical about them being given access to Google's market. But that's a hard thing to predict as you said below. And that hasn't stopped  developers/publishers to date from submitting to separate. but compatible markets like Amazon or Nook.
While it is not shown in production art currently, the Ouya controller is planned to have a touch screen on it to enable such functions. While it won't be as natural as using an actual mobile touch device, Julie believes that the experience of being immersed into a game via a large television screen, and all the nostalgia that comes from consoles will make up for that bit of unnatural-ness.
My bad, I was looking a little too closely at he controller mockup.
The article then goes to accuse that the kickstarter campaign is most likely just to impress investors, which is simply untrue. Julie has said in her interviews that "friends and family" have already invested money into the project and that was enough for the prototype and to assemble the team. Rightfully she hasn't released every explicit detail about their finances, but she has said that the 950,000 that was the kickstarter goal would be all that is necessary for the console to be a reality.

On the google play point:
Nothing is set in stone on that either way, I would at least wait till the project is funded before dismissing it's possibility.

The idea behind the Ouya is to give a new business model for console gaming. The "$99 console for the 99%" quote I think works well to explain their intentions. Not all casual gamers have the knowledge, or the devices to hook up a $400 dollar ipad or other tablet with a controller ( Ouya is also of course looking to have accessories such as wireless headsets), but every casual gamer does know how hard a $60 game hits their wallet, without them even being able to try it first.

I don't mean to harp on you, but I've seen a lot of undue, and uninformed skepticism about the Ouya ( the linked article being one of them) that as best as I can see, are just some trolls that have nothing better to do with their time than to try and flaunt what little knowledge they have and base the entirety of their points on flagrant assumptions.
No harping felt. I guess it's partly a reaction to other attempts(Phantom) to break into the console market and a sense of the impossibility of it if others have failed before the Ouya. I kind of have a tendency towards negativity, so it figures the skeptical articles would jump out to me at first. It's a bold move to try and throw yourself into the console race, but I think there is a very real danger of irrelevancy should the current players start hyping their next generation hardware.

I would rather listen to someone who is actually part of the project and doing the work than a skeptic that hasn't even gotten the facts straight. Here you can find the interviews that my information above can be found:

Latest & best articles:
Julie Uhrman interview 'console concept to reality'
Yves Beyar interview 'designing the Ouya'
Julie Uhrman interview 'responds to skeptiscism'
Various indie devs 'thoughts on Ouya'
Keep up on the latest snippets:
-on twitter
-on kickstarter
Thanks for these. The joystiq article was probably the most interesting for me. It hits so many good points, but I think the quote by Brian Provinciano about the low barriers to indie publishing on PS3 is what struck me the most. It's an interesting place for an Indie dev these days

General Discussion / Re: OUYA- The indie developer's dream
« on: July 18, 2012, 02:04:28 am »
An interesting article I found casting doubt on the console.

Brings up a lot of points the HN guys hit on. There's no guarantee this console will even have access to Google Play(Actually a VERY likely chance it won't). They'd be unplayable anyways since they use the touch screen.

I've been making some Android games since Spring, and Android is a pretty fantastic environment (especially for Indies) to develop for. It has a top notch development environment(using Eclipse) that I find every bit as comparable to working with Visual C# for Xbox Live Arcade Game back when I was trying that out. Android is well documented with lots of reference material. My first game was a Tetris clone that was up on the market within a day of submitting it, so there are low barriers to being published. Even without the Market route, it's trivial to share your games with people as well since you can just email/web link the APK setup files to whoever you want to share your game with.
And there are ways(that will probably become standardized before too long) of using an android device with a TV

Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: July 24, 2011, 05:12:11 am »
Wow, hard ot believe it was over half a month ago that I last posted. No excuses, just some artwork. redid the fire demon guy. Finished the goblin. Some new brick tiles. Lots of polishing.
The sky is kinda half assed together atm. I needed something to break up the background, but was having troubling with the tiling. Gonna have to go through my game art collection and see if I can spot some economical cloud tiling.

This guy doesn't really fit into the mockups just yet. Too dark . I kinda like it, so made it into a separate png to show. Having trouble with transparency. Hope nobody mines the bg

Yeah, your definately making progress in the right direction (except the demon, I think you are right, maybe its just the background but he is unreadable atm).
I have to say that I LOVE the sleeping dwarfs, they are super funny. I also really like the reduced complexity on the dwarfs in general now, and am happy that you stuck with the red noses and ears - thats really giving them something. Even though I know this is a artist trick to make ears and noses red, I'd not use the same intensitiy on the elves, that just seems a bit too much.
You are right about the grass, it really has a nice fluffy feel to it compared to the rocktiles.
I'm not sure if I like your update on the purple enemies - From your last WIP I was able to imagine how you'd animate them, but now with those more massive "tails" you'll have much harder time imho.
Keep going and don't let some stupid crunchtime suck all the power out of you.
Thanks for the comments and crits. I think you're right about the red. I ended up just ditching the red entirely on the elves. The thing I didn't like about the tentacle guys from before is they were really flat. I was originally trying to make the tentacle look fuzzy and indistinct, but it wasn't working when I went with a flatter style on the dwarves. You might be right about it being harder to animate, It seems like I could've gotten away with more sloppiness on the fuzzy version. But I think the tentacle guys have more personality on the updated version.

Pixel Art / Re: [WIP]Sci-fi platform game mock-up.
« on: July 22, 2011, 05:20:41 am »
I know its late, but I felt like mentioning that a little variety in the size of your rocks would go a long way to removing the monotony in the rocky parts. I really quickly edited about 3,4(?) tiles to give you an idea. I saw your post about not updating, so if this isn't relevant anymore, well, it took almost no time so that's fine.

Cool animation, BTW. Very charming and personable, something you don't always see.

Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: July 07, 2011, 12:06:15 am »
Yep, still working on it. I was distracted for a little while with a tetris game I was coding and some annoying 12+ hours overtime for the last few weekends. Wish I could show some more, but mostly just a bit of fine-tuning of stuff already there. Should have a more complete outdoor elf scene in a day or two.

The grass is giving me some trouble, because I don't think I can do the more tiley approach I used on the rocks. I think I've got something decent. Just need to clean up and add a variety tile. I tried to go with a flatter colouring on the characters and enemies to give them more pop. In the process of updating I went a little crazy with the fire demon guy and I
m not sure if he fits anymore.

On the second, I feel the trees are a step in the right direction, but might be a bit contrasting for something I want to be in the interactive background. I'm going to wait till I add the variety tiles and see how it looks then.

I'm a little sad I haven't finished the dwarf lifting the dead goblin in triumph statue. That's a definite priority.

I hope the next update is shorter and less wip-ey for you all. Thank you to those who've posted..

Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: June 24, 2011, 12:24:54 am »
eeee, I was afraid there were going to be some colour issues. I'm working off of a small 12" laptop at the moment, so my colour perception is probably really off. I tried adjusting the black and boosted the contrast(hopefully) on some layers, thought I think I worsened the contrast between foreground objects like the bed and chests and the characters.

The red guy was intended as a fire demon. I haven't actually played DF in some time. Kinda forgot the controls and its been a struggle to get back into with various others things vying for my attention. I had a hell trip in mind while doing this. Mainly accidentally mining through platinum and unleashing the unholy  purple tentacle demons, the fire demon plus zombies.

I threw a few more random items in(eheh, I think you people keep saying to stop that).

Here's a rough up for a little outdoor scene. An elf caravan walking up to an dwarf fortress with lots of workshops and maybe a dining area. Maybe I'll move some things over to it when it's a little more polished. Figured I'd show off since there wasn't much done with the other mockup. Not much to critique on it right now, but I'll update with a more polishing version soon, hopefully.

General Discussion / Re: NES style
« on: June 19, 2011, 12:48:06 am »
Heh, I was two seconds from posting that thread. Give a look at the C64 post by Ptoing to get a better idea of what makes a useful low-color palette. The problem with the NES palette is there isn't a lot of thought put into the relative values of the colours. If you look at the C64 palette, you can see how there are distinct value groups along the gradation from black to white, which makes it easier to mix and match and make the most of the palette. There's a larger variety of different colours instead of straight light red/dark red, light blue/dark blue, etc.

To me the thing that really sells an NES-style mockup is respecting the colour limits like four colours(including transparency) per sprite and 8x8 tile.  It really sticks out to me, when I see an NES palette being used, but there are five or six colours being used on the sprite(excluding transparency).

Arne had a really gorgeous NES-styled mockup here that you might like. He mostly respects the NES restricts. It should show that you don't have to use the exact same palette to make something look NES.

Pixel Art / Re: WIP: Soldier game
« on: June 18, 2011, 01:54:25 am »
I think the latest is a bit of a step backwards. You're losing the clean, sharp edged look taht made your original attempts so attractive. The dithering is flattening everything in the image because of how you're throwing the shadow into the highlighted areas with the dither pattern. If you look at things in real life, you'll see there is a noticable difference in the values found in a highlight and shadow. You might take a look at Henk Neiborg's Contra 4 contributions. He handles the destroyed cities really well and you might get some ideas out of it. I find it interesting how he chooses to focus on showing the destruction in specific spots. I think the contrast of the destoryed against the mostly surviving contruction is what really sells the effect.

I think you're losing the form of the helmet with all those speculars. You might be trying for dither, but it's really just obscuring the shape of the helmet

Aside from those, I really like the proportions of the characters. Very appealing and the mockup has a playful, dynamic quality.. Looking forward to your next update

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