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Messages - thoc
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1
Pixel Art / Re: Logo for a game - Troll Market
« on: February 24, 2015, 10:20:42 pm »
No replies because there is nothing to say about it, is okay.

Ok, sorry about that, thanks.

the lines could be cleaner.

its hard to judge a logo without any background about what its supposed to stand for

Yeah I thought so, I will post more about the game as soon as got something :D thanks!

2
Pixel Art / Re: Logo for a game - Troll Market
« on: February 24, 2015, 09:34:26 pm »
No replies because is that bad? O.o

3
Pixel Art / Logo for a game - Troll Market
« on: February 24, 2015, 07:31:07 am »
Hello all, I am making a logo for a game jam game - MiniLD 57 (1 week jam so the time is fine for a logo :D)

And it is pixel art because I want to improve it, so why not? Here it is



I know the perspective in the $ on his hat looks weird but I donīt know how to fix it and still look readable.

4
Pixel Art / Re: Avatars
« on: February 20, 2015, 05:52:15 pm »
I want that whisky please  :'(

But yeah, awesome work!

5
Pixel Art / Game Jam - Hat Jam 5
« on: February 03, 2015, 11:28:38 am »
Hello All! So this was a Game Jam I participated a few months ago but I was too busy so just got time to post it here now :D

Its based on the movie The Patriot (2000), and the idea it that the player is helping to win the war by giving the right item the soldier asks. Some mini games are just the concept because our programmer didnīt have the time to finish it.

But anyways, there it is.

http://projects.myvfs.com/games/HatJam5/RevolutionaryWarBunker/

Some CC would be nice :)

6
Pixel Art / Walking Cycle - Afraid Looking
« on: October 01, 2014, 10:26:16 pm »
Hello all! So I am trying to make a "afraid" looking walking cycle. The thing is Iīve found some nice tutorials like these ->


And I manage to make one single walking animation but the idea is to give a different view into the character walking style since the story behind that is that the main character is in a unknown forest. So he is looking to happy for this kind of environment and at the same time I wasn't successful changing that...

Walking ->



Forest ->



In this image I am still with the old character but just to give it a size idea.

7
Pixel Art / Re: Level Design - Question
« on: September 24, 2014, 02:27:12 am »
This video takes a look at the level design of 1-1 in Super Mario Bros. and provides a good example of what you should be considering when designing "tutorial" levels. Whenever the player is introduced to a new mechanic (e.g. at the start of the game, or when they learn a new ability) you should design a tutorial into your level rather than having just a lame text box explaining what to do. Give the player room to play and experiment, give them a puzzle to solve with their new ability so you can be sure the player knows how to use their new powers before throwing a challenge at them (like what Doppleganger said about the wall jumping).



Extra Credits is awesome indeed  :lol:

This video is already part of my favourites haha Thank you NoeL!


8
Pixel Art / Re: Level Design - Question
« on: September 23, 2014, 09:47:54 am »
In my experience as a game designer, and from what I understand from some of the more accomplished game designers, is that level design has its foundation in game play. That is, core mechanics of the game are determined first, such as walking, running, jumping, climbing, wall jumping, etc... and they are perfected in a sandbox environment. Usually a game's mechanics are based on accepted norms within the genre, and then will have one novel concept that differentiates it from every other game in that genre. A platformer where you always have the ability to fly (owlboy), luigi's ghost vaccuum in a standard mario 64 environment, a puzzle game where you level up characters (puzzle quest). Anyway, once all of that is decided on, built, tested, and perfected, you can start on level design.

Level design should direct players in such a way that they experience the full gamut of gameplay you've created with your controls/mechanics. It should offer situations that are fun, like wall jumping up an enemy free chasm. It should also offer challenges that require players to master the mechanics of the game, such as wall jumping up a chasm that is rapidly filling with lava while dodging falling rocks from above. One important thing to avoid when designing levels are areas of frustration. If the controls for wall jumping are unresponsive, too touchy or limiting, a player may find themselves hating the game when they've died for the fiftieth time from a falling boulder because the arc of their jump always seems to put them straight into danger. To fix problems like that the controls need to be polished, or that part of the level needs to be remade to work within the parameters of the game. One more thing to consider when designing levels is that the level is clearly laid out for the player. Even if there are puzzles or mazes to solve, a level needs to be designed in such a way that a player knows that there is a puzzle to solve even if the solution isn't apparent. For mazes, it could be suggested that individual parts of it should be unique from each other in order to provide reference points for the player. Ghost houses from Super Mario World are a perfect example of this last point. The player goes through an endless loop of the same part of the house until they learn to take the correct path, when they finally take the right path it is immediately clear that they did. Expanding on this concept, and wrapping things up, is the concept of rewards or rewarding moments in your level design. Good level design should recognize a player's accomplishments and reward them accordingly. Just getting out of the ghost house is rewarding enough, but when you find the secret exit to the level it would reward you with the elusive 3-up moon. When it comes down to it, all level design is is a way for a player to fully experience the game that you've created in the most enjoyable way possible. It should throw them into the world, teach the basics, build them up in skill and confidence by giving them ever increasing challenges, provide them opportunities to feel smart about what they've learned, and reward them every step of the way.

First, Amazing reading  :o and thank you very much for your help. After reading your text I went to look into more a gameplay/controls/mechanics then story itself. It was the perfect start! I already decided all the default abilities and upgrades the main character will be able to conquer. And since I am looking to build a Metrodvania style game but focusing on puzzles instead of combat that was amazingly helpful!

And I also found this guides after cleaning my mind and looking for the right things!

http://subtractivedesign.blogspot.ca/2013/01/guide-to-making-metroidvania-style.html

http://subtractivedesign.blogspot.ca/2013/01/guide-to-making-metroidvania-style_16.html

Before reading this my mind was like "how do I start??" but now I already got a lot of things going on :D




9
Pixel Art / Re: Character C+C
« on: September 20, 2014, 09:16:15 pm »
Reminds me of this  :D


10
Pixel Art / Re: Level Design - Question
« on: September 17, 2014, 03:16:14 am »
Thank you lachrymose  ;D

Thatīs a awesome idea, I know some parts of the story but not all. I think I will finish the whole story, mechanics and environment ideas before starting building the level design itself.

This is a really rough idea but itīs a start!



Thanks again  :y:

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