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Messages - kcbanner
Pages: [1] 2

1
Pixel Art / Re: [WIP] Space Platformer Tileset
« on: February 07, 2014, 04:48:45 am »
I've done another edit, trying to make the character look like he is wearing a suit with a helmet.

Animated:



Ingame:



Something still doesn't sit right about it with me. I can't seem to make the arms stand out at all. I messed around with palette swaps for hours but I can't seem to find a color combo that works.

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Pixel Art / Re: How to loop/preview a region of frames in Pro Motion
« on: February 07, 2014, 04:08:13 am »
It seems to be looping now, but completely ignoring my frame time. Even when I set it to 0.5 FPS, the preview glitches out as if it was trying to animate at 200fps

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Pixel Art / Re: How to loop/preview a region of frames in Pro Motion
« on: February 06, 2014, 02:10:23 pm »
Thanks so much!

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Pixel Art / How to loop/preview a region of frames in Pro Motion
« on: February 05, 2014, 02:55:40 pm »
Hopefully this is the right forum for this.

My workflow for the game I'm building is that I have one Pro Motion project for each sprite. I work on all the different animations for this sprite (idle, jump, fall, run, walk, etc) within the same project. However, when it comes to previewing animations, I can't seem to figure out how to loop a region of frames, say frames 3-6 (run animation, for example). I seem to be able to only loop the whole file, so the preview goes through the idle, jump, etc animations and I can't tell if my run animation actually looks good until I try it in my game. I'd also like to export a region of frames to a gif, for posting to my WIP thread.

How do people get around this problem with Pro Motion? I'm fairly comfortable with the program, its just this one thing that has bugged me since the beginning!

Thanks!
- Casey

5
Pixel Art / Re: [WIP] Space Platformer Tileset
« on: February 04, 2014, 03:55:30 am »
I've been hard at work on my game engine itself but have finally found time to redo my character:



(can anyone tell me how to export/preview a range of frames in Pro Motion?)

In the game (this gif seems to be choppy, see the mp4 link below):


I went for a more minimal style, like in Risk of Rain, which is a game that I started drawing some inspiration from. I also wanted my character to feel smaller in comparison to the environment, which is supposed to be the player's main enemy in the game. I don't think I've nailed the palette or animation though.

A full 60fps mp4 here: http://caseybanner.ca/dropbox/caracal_enemy.mp4

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Pixel Art / Re: [WIP] Space Platformer Tileset
« on: October 25, 2013, 10:55:35 pm »
I really like your dynamic lights. Gameplay have really nice mood. :) If you create interesting enemies and game goal I would really like to play this game.  ;D

I think that you should work more on your character to better fit this dark atmosphere. About tilesets, you should add some tubes, vents, scratches, open wall boards with some cables, because this way it's not very space like. Feel free to experiment. Space game should have futuristic feel. Maybe some monitors on walls that flicker etc.

You can view Dead Space gameplay and observe environment to get some references.

Also you can get some guides in this tread -> http://wayofthepixel.net/index.php?topic=14669.msg135602#msg135602

I hope that this was helpful. ;)

Hey thanks a lot! Dead space was one of my main inspirations for this. That thread is a great resource, do you think I should move to 32x32 to get the detail I need?

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.

Yea, not having to bake shadows is nice, but it makes my workflow tricky because I kinda have to try stuff in game before I can see how it will actually look. I agree, I do need to expand my palete. I like the idea of the visual hierarchy.

Thanks guys! Time to practice drawing :)

7
Pixel Art / Re: [WIP] Space Platformer Tileset
« on: October 24, 2013, 05:28:20 pm »
I've updated my post with progress and shots of the tiles in-game. I'm still looking for critiques on this...I feel like the environment doesn't really pop yet.

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Pixel Art / [WIP] Space Platformer Tileset
« on: May 29, 2013, 09:29:58 pm »
Hi everyone, here is my WIP tileset for a space platformer I've been working on. I'd like critiques on my palette, as well as my character animation if possible.



Player:

I know that everything seems a bit flat, but the engine I'm building allows for many dynamic lights, see these screenshots:






Gameplay video: http://caseybanner.ca/dropbox/Gameplay1.mp4

If you'd like to play the game to see the animation in action checkout my TIGSource post: http://forums.tigsource.com/index.php?topic=35304.msg929589#msg929589

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Pixel Art / Re: Dungeon Tileset [WIP]
« on: October 10, 2012, 10:53:12 pm »
Thanks for the feedback, getting this help is really great!

I'm going to try your monochrome blocking technique and work from there. I agree, the floor is a bit repetitive and the nails make it kinda busy, maybe I'll lighten them up and make them more sparse.

In my game I'm actually trying to go for more of a darker theme, this set ended up coming out a bit too happy feeling, haha, gonna work on that too.

Thanks again!

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Pixel Art / Re: Dungeon Tileset [WIP]
« on: October 10, 2012, 02:41:13 am »
Well, I've kinda pivoted on this whole thing and decided to go with 32x32 tiles! Going to keep trying to get the atmosphere I'm looking for.


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