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Pixel Art / Reprisal game island ....
« on: February 10, 2012, 03:18:12 pm »
So I put this together to get some idea of the scale of islands on a game I'm writing. The game it's self will display at 2x2 pixels but this is 1x1 pixels so it's more zoomed out.

The final game itself combines such wonders as depth of feild / tilt-shift effect, pixel bending particle systems, full mono chip tune classics and a full array of cast members. I've put this on the dev blog where you can also find out more about how the heck this is being made and what's going on.

http://www.reprisalthegame.com




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Hi All,

I've been working on a game for a very long time now. I'm not 100% happy with the 4 frame walk cycle that I'm using but im having difficulty trying to sort it / make it better.  :(

If anyone can help that would be great, I think it's a case of looking at it for far too long and not seeing the wood for the trees! The sprites have to fit within a 16 X 16 grid. Here's a static and animated version of the walk cycle frames. Thanks loads,




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Pixel Art / [WIP] Game graphics - Reprisal / RTS ...
« on: August 16, 2011, 04:08:14 pm »
Hi all,

Been working on this for a while now, doing the graphics and also learning how to code! Anyway, wanted to post some stuff here for any helpful feedback. If you do visit the blog link you'll be able to see an epic post's of where this game came from and has been developing!  :)





dev blog: http://mlmgamedev.tumblr.com/

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General Discussion / Mega-lo-mania remake ...
« on: January 18, 2011, 03:36:30 pm »
Hi all,

Over Christmas I found all my old Amiga Format magazines and decided to set myself the challenge of remaking mega-lo-mania in the month of January! I used to love playing it years ago, the mix of strategy and arcade action worked really well.

To help push me forward I've been updating a dev blog which you may be interested in to chart its progress:

http://mlmgamedev.tumblr.com/

So in the first challenge I want to get all the game code written by end of Jan. You'll see that im using all the old sprites for the time being, but if the code is all working by the end of the month then I want to start a mega-remix on the graphics. It's the first time I've ever tried to write a game like this and already it's dawning on me how big a challenge it is! I'll be keeping to the old 16bit pixel work style as I really like it.

I'll post beta releases on the blog so keep checking back if you like  :)



Above, screen grab of the original game (Sega Genesis version)





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Pixel Art / [WIP] - Top down game, double pixel or not ...
« on: November 13, 2010, 11:32:50 am »
Hi all,

Some progress is being made on a game i'm currently working on and just wanted to post up this mock up. After some messing around I think im going for the double pixel look (I need to convince the dev coder!) What do you think?

Mockup (double pixel)


Some of the characters:



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Pixel Art / [WIP] - Top down adventure shooter
« on: September 30, 2010, 03:52:28 pm »
Hi everyone,

I'm just starting work on a new game and wanted to get some feedback on the graphic direction that I'm working towards. I'm kind of going for the cannon fodder, little people kind of route. It's top down but im using a 'sloping' wall view which may shoot me in the foot later!

Anyway, here's some wip, any feedback on pallette, style, etc would be appreciated, thank you  :)





Characters will be animated in a 4 frame sequence ...



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