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Messages - Psiweapon
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101
Bumping for great justice: I updated OP.

102
Pixel Art / Re: Zelda walking sprites [WIP]
« on: June 07, 2011, 11:10:19 am »
sorry I forgot,
here it is:


I think the arms "blink" too much in the looking north animation, in one frame they're there and in another they aren't. The rest looks really cool and cute

103
EDIT: New version on bottom of thread.

So, my spritesheet for Fall from Heaven the Roguelike keeps growing larger and larger.

Even more.



Faeries are complete now.

The new faeries are Earth, Air, Metamagic, Dark, shining, and a young unaligned fae.

The elves are a commoner, a warrior, a magic adept and a thief. And a hunter now too.

104
Pixel Art / Re: [C+C] Wall Tiles: Brick Walls and Bone Walls
« on: June 05, 2011, 05:25:43 pm »
Here is the latest version:




Bone walls too! :D

(Nevermind the 16x16 door, that was a mistake XD

105
Pixel Art Feature Chest / Re: Le Scaphandrier - A game in the making
« on: June 03, 2011, 11:44:52 pm »
mockup on the right is beautiful.

i like the idea of some type of overlay or even just proximity flag which changes the palettes of the corals.

in order to make it less like night, you could consider using black nearby and blue at a distance; sorta like how Psiweapon says but also taking the black out of the far objects so that they're receding in "fog" (water).

the biggest thing you need is fish and bubbles and stuff though, i think we'll get that it's underwater then.

Ditto. Yay for "receding into the fog". The "you see the colors when you're near" thing could lend a hand for that mechanic of keeping track of flora and fauna.

edit: Who lives in a pineapple under the sea?

106
Pixel Art Feature Chest / Re: Le Scaphandrier - A game in the making
« on: June 03, 2011, 02:44:01 pm »
Hey! The one on the left really feels underwater now.

The one on hte right doesn't feel as "underwater", but the corals have colors.

Problem is: you probably can't mix both advantages.

The only idea that comes to mind is that coral's colors (how alliterative!) show up only when nearest to the player, water extinguishes colors rapidly with distance.

107
Thanks for the feedback!
I wanted Klez's dark and light colours to contrast, but i found that if i made his cloak any darker it contrasted way too much! plus i kinda need the colour of his face shading for his mugshot.
I think I will make his darkest colour darker though, so thanks for the help!
well you don't have to make it *much*darker, just any darker will help.

Quote
Skorch is kind of an odd chracter, he looks pretty intimidating, but he is one of the heroes, and dex's best friend. He's very twitchy and impatient!
Tesla is cute, everyone seems to like her a lot!

Then you did your job well because that's exactly what I thought Skorch would be. Well, the best friend part I didn't guess.
And again, yes, tesla is lovely.The poor fried toaster at the far left is quite disturbing to boot, too.

Quote
I knew something was wrong with Dex's arms! thanks for pointing that out!
;D

Also, I like your choice of names.

108
Hey! They look awesome! I like the idea of a four-color palette for each character, the downside is that I like them so much, I can't give much criticism  :crazy:

One thing I would say, though, is that Klez looks too bright. I'd forgo the shadows on the face and hands and go for an additional darker color to shade the clothing. He looks "all in black" yet his darkest color is actually *brighter* than others'.

Skorch's sprite looks really menacing and Tesla is incredibly cute.

Another thing that comes to mind is that, when Dex's shooting arm is in a diagonal pose, you should either make the forearm thinner or the hand wider, specially in the upwards-diagonal pose, beacause their width is too similar.

Loving them, seriously. I would play this for hours.

109
Pixel Art / Re: [C+C] Wall Tiles
« on: May 31, 2011, 12:10:47 am »
Yes I know that was an odd shape. The idea is that the "cut-out" part of the wall is where the torch is, but the corner below is where the torch is standing.

Also the W I D E sections are because you can't walk into that tile at all, so it has to look like it blocks your way...

110
Pixel Art / Re: [WIP] Turn-Based Strategy Mockup
« on: May 31, 2011, 12:08:54 am »
Hey! They're cool! :D

You've captured the advance wars feel quite well, also it's nice that you're able to present it in such a small size and just 4 colors!

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