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Messages - Geti
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21
Pixel Art / Re: [C+C] Robo tactics tileset + sprites
« on: July 30, 2011, 07:23:39 am »
Yeah the ability to play in turns would be sweet.

Note that you need a "blank" tech tile as well, you've got a lot of detail but nothing to block out areas with. Something to strive for with each tile is versatility, it should be able to tile with itself without clashing horribly and have as many useful edges as possible, so you don't need as many "bridge" tiles. Sure, some specific detail tiles are a great idea, and in this high-tech day and age where tilemaps can be of a pretty well arbitrary size you really can go nuts, but save yourself some hassle and ensure you've got a good covering of the generic as well, hahah.

Those colours look good, I might do an edit in a bit but they seem fairly solid.

The wreck looks like you need to do construction beforehand. Box out what you're trying to create first.

22
Pixel Art / Re: [C+C] Robo tactics tileset + sprites
« on: July 24, 2011, 12:19:36 pm »
The green stuff was just vegetation noise, it'd be better to use actual plants but I think some mould here and there wouldn't hurt.
Whether the brown tech tiles are too dark or not probably depends on your monitor - I was just making it look like the tile had been pulled out and the dirt below it exposed.
Craters would simply be added wherever an explosion took place - you could just read whether the tile was dirt or tech and put the appropriate crater there.

Glad you like the edit.

With a command based interface make sure you've got a good tutorial. I know it seems like an odd thing to focus on now but you'll need to explain the interface well. I think a small, handmade "training mission" would be nice.
The gameplay as a whole sounds pretty good, an endless world is a bit.. un-fun though. I know losing is fun and all that but it'd be nice to see a randomly generated 16x16 wasteland that two players could have a war on, fighting for relics and land; some sort of epic scale chess.

This is the kind of game that would be awesome if you could play by relay - a daily move, "Dragoon Lance to F6, Chicken Mecha 31 to E12" kind of deal. If you happen to be online at the same time as your opponent you could play a whole war in 30 minutes, but you could also spend days playing out a small skirmish. Turn based games can be played at any speed, which is a wonderful thing. Have a think about it on your week off.

I'd love to see how you envisage the overworld, especially with many "clans" of robots around.

Looking forward to more, I'll be sure to give some more criticism on the arrival of new art or gameplay ideas :)

23
Pixel Art / Re: [C+C] Robo tactics tileset + sprites
« on: July 18, 2011, 12:43:41 pm »
This is right up my alley! Looks very cute, and the gameplay concept intrigues me.

You might want to try out some more flat areas in the "concrete" tiles, and maybe speckle some vegetation around. Wastelands are fun and all but there's nothing wrong with some colour in there too, to compliment the boxy tech stuff. I didn't like all the ground noise so removed a lot of it, I'd suggest having one completely blank tile, two light noise tiles and one heavier noise tile, rather than the constant texture you had. Texture like that is better used sparingly or it gets filtered out visually and interferes with sprite readability.

Very sloppy edit showing some meta-tiling and holes - it'd be fun to have areas you can shoot through but can't walk on.
I also added craters from explosions and areas where the tiles have been removed. I've got to go off to bed, just note that this isn't correctly tiled or anything, just a suggestion of some areas to pursue.
Crappy contrast edit too, slipped in at some point.

The explosions are hard to make out in the stills but look fine animated. Maybe a few secondary flare particles that move away from the explosion wouldn't go astray.

Keen to see this progress, I'll have to drop in some time soon.

24
Pixel Art / Re: Rock tiles, Over detailed?
« on: April 24, 2011, 07:12:24 am »
It looks cool, but it sure as hell doesn't look like it belongs in a platformer. I'd suggest blocking out your lighting before going into such detail and forcing yourself to work at a much smaller scale to get into the habit of abstracting your detail.

25
Pixel Art / Re: Pixel Earth.
« on: April 20, 2011, 11:01:42 pm »
That's looking a little better, but maybe just shade a sphere first, so we can see what's going on with your process there?
http://www.itchstudios.com/psg/art_tut.htm might help out.

26
Pixel Art / Re: Pixel Earth.
« on: April 20, 2011, 01:21:52 pm »
We don't frown upon that, though it is nice to say where you got the colours from.

Biggest issue I can see is the flat-shading of the whole thing.


There's a suggested direction and some notes on your "basic" image.

Work on shading first, especially before trying more complicated things like meteors and planetary fractures.

27
General Discussion / Re: Advice/suggestion on mech game
« on: April 17, 2011, 12:06:51 pm »
It depends what style you're going for, to be honest. You could probably get away with 20-30 tiles per area (~5 flat terrain + 4 roads/paths (the various tiles can be rotated) + 10 obstructions (buildings, trees etc) with leeway for some extra "detail" tiles) if you create strong generic tiles and are planning on an overhead view.
The time required therein would be a week or three to get one area polished, and the money would likely be ~$10 a tile -> at least $800 for your still environment assets being quite modest.

If you're keen on an overhead view you can cut asset costs by rotating actor (mech, infantry, w/e) sprites in the direction they're facing, and this also makes explosions easier with particles (though if you're on a tight budget with individual sprites you'll want fewer and larger explosion particles rather than lots of small ones and procedural detail).

The hangar view is a good idea, but it depends on your target resolution (and whether you want x2 pixels inside that resolution) as to whether pixel art is entirely viable. Regardless of the resolution needed, if you just want fairly large stills that's no problem, animation is where you'll start paying through the nose at large sizes, though there might be some artists around who're keen to animate at large sizes, however in english we call such people "masochists" ;)

I'm fairly interested, fwiw.

Any figures relating to money are estimates and relate to me, others are likely to have potentially higher or lower rates, with varying quality/experience.

28

Tiny Cortex Command, seeing how small I could get the coalition soldier designs before I lost too much clarity.
The guns were fun too.

Arne's 16colour.

29
Challenges & Activities / Re: Tzigla Rocks!!!
« on: April 11, 2011, 04:33:39 am »
Huzzah! Complete! I'm pleased with how this turned out, watching the reveal on tzigla was well worth it.
Link to completed image.

30
Challenges & Activities / Re: Tzigla Rocks!!!
« on: April 10, 2011, 08:53:13 am »
ptoing where'd you go? :< only 1 approval away from completion!!

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