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Messages - winged doom
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Pixel Art Feature Chest / :3
« on: January 27, 2012, 04:07:53 pm »


Pixel Art Feature Chest / Re: Journey To Hammerdale
« on: January 27, 2012, 04:05:05 pm »
but I have to jump on board with everyone else about the logo

i agree with you, just too busy now

I'm not sure the ground tiles fit as well as they could with the wall tiles, though. The wall tiles look like an old dungeon, but the ground tiles look more sterile, like a hospital or something.

it's something like a hall from cave to underground city =)

Looks fantastic as everyone's said, love the rocky texture - just replying to point out the top right of the shadows is showing a horizontal where it should be a diagonal like its opposite corner.  (Can do a diagram if that's not clear).

oh! thanx for the correction!

Pixel Art Feature Chest / Re: Journey To Hammerdale
« on: January 18, 2012, 07:18:51 am »

Pixel Art Feature Chest / Re: Journey To Hammerdale
« on: January 16, 2012, 08:51:48 am »

Pixel Art Feature Chest / Re: Journey To Hammerdale
« on: January 05, 2012, 12:15:30 pm »
Are you going to mix perspective types for this game?

if it will be possible
coder of project will answer this for me soon


May I also add that the logo used in those mockups is infinitely more readable than the large one, perhaps for it's use of only one colour.

oh yes! :D

Pixel Art Feature Chest / Re: Journey To Hammerdale
« on: January 02, 2012, 07:52:49 pm »
Latest update seems confusing. What is it, exactly, that is in ruins? I would expect to see some sort of ruined castle. It's good nonetheless, very 3-dimensional and I like the way you've made use of planes (angles) there.

i think believe it's sedimentary rocks (or ruins may be) inside some goblin cave
but i'm not sure really, it's just a scetch

Pixel Art Feature Chest / Re:
« on: January 02, 2012, 07:12:32 pm »
guys thanx for critique of logotype
it's sad, but now i don't have any time for correction of that ugly logo, i do it later

some scetch from current stage of work

The lowercase "r" tells me to read the capitalized "D" as "n".


edit: why is the crack between her breast blinking? :P

i don't understand (( what you mean?

i'ma edit this with more of a crit soon (i cant find my glasses atm and i hope i didnt leave them at work i cant see anything man)  :'(

4 frames for each direction, right? from what i can tell it looks like you have the basic pendulum motions right except that there's a jerkiness in the animation that's preventing it from looking very smooth. i do notice in some of them that her entire body moves a pixel here or there where it shouldn't—which makes a strange jumping effect (ex in the first image she seems to jump a little horizontally and in the second one she jumps vertically). while the body should move up and down a little during the walk cycle, it should be in a sqash-and-stretch kind of way, not moving the entire thing.

also i checked that link and dude i love the trees in the screenshots.

right, 4 frames
looks like i should synchronize all these "jumps"

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