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Messages - winged doom
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41
Pixel Art / Re: 2D or 3D? [WIP, top-down, NES]
« on: July 08, 2014, 09:10:07 pm »
I'd keep the shadow though, it helps ground the sprite.

Allright, shadows =)



And new piece of map:




42
Pixel Art / Re: 2D or 3D? [WIP, top-down, NES]
« on: June 30, 2014, 05:38:38 pm »
I'm voting for 2D, because you have more room for details, and readability is important IMO.

You right, thank you for reply ^___^

...

Strong case. Well, then I choose the flat version. And thanks for the correction, yes, english is not my native language. I changed the text as you can see in picture below. In game there will be no slang or litspeak, it's just temporary version of npc message.

A bit progress and this is minimum scale for the game view:



Not sure about readability of objects on global map (second image from left), but I can't increase map's grid because it will reduce view on game world.

43
Pixel Art / 2D or 3D? [WIP, top-down, NES]
« on: June 28, 2014, 10:21:02 pm »
Allright, it's not really NES, but I wanted to make it look like NES graphics.
Anyway, here is my dilemma:



2D (left side) or "3D" (right side)?

Pros of "3D" option is that the characters looks more harmonious with game world:



But characters in this case have a worse readability, rather than in 2D option.

On the other hand that in 2D option characters are always looking for the player and this creates an emotional effect, player feels their attitude - agression or other emotions.

So, how you think, which option is better and why?

Also:


44
Pixel Art / Re: Dangerous Dave [NES]
« on: May 19, 2014, 06:30:28 am »
The idea of them only being visible against the clouds, is interesting, but I think it looks confusing in practice..

Don't forget that this is game graphics. ;) It is just background and visual accent on this will distract player from main game area and objects.

Too bad, I wanted to believe that you find some painless way to connect already created animations. :( Anyway contact Aspic, I would really like to play this, as well as most of the guys here, I'm sure. :)
Yeah, I was contacted him. And we gonna make it!  ;)


UPD (21.05) - tried to fix blood splash point:




45
Pixel Art / Re: Dangerous Dave [NES]
« on: May 17, 2014, 04:56:48 pm »
Yeah, pretty much layers ;D Have some tricks for dealing with such animations, but of course it's uncomfortable. I must learn to make it with more suitable software, GameMaker maybe  :D
I break the animation into several pieces and work with each piece in a separate file. Then put it all together.

Yes, frame by frame  :( Except this one piece:



In this case I used "tween" tool between two frames, to make scrolling background for gif from thread start post.

46
Pixel Art / Re: Dangerous Dave [NES]
« on: May 17, 2014, 03:52:34 pm »
Thanks! c: Edit/mockup so far. And it depends on Aspic. If he finds it necessary, it will be in game.

EDIT: Everything is made in Photosop CS3.

47
Pixel Art / Dangerous Dave [NES]
« on: May 17, 2014, 03:21:49 pm »


12 NES colors, 3-4 colors per sprite, 4 frames for animations, except slow zombie, rocket launcher and triple powerup.





48
Reworking tileset :



And test with Tiled Map Editor:



Update of spriteset:



   

And set for main menu:



Test in Tiled Map Editor and main menu mockup:



Also, version that actually not with NES colors, but I like this much more than any other:



49
Pixel Art / Re: Dangerous Dave [NES]
« on: April 16, 2014, 01:19:42 pm »
@HarveyDentMustDie c:



Another edit:


50
Pixel Art / Re: Dangerous Dave [NES]
« on: April 15, 2014, 01:04:49 pm »
I agree with this part of the comment DarkFalzX:

While it doesn't really work as a demake - it might still work as an original game. Add more enemies/obstacles, spruce up the level design, and maybe give the player more abilities - and bam! Original game: )

And small edit:



:3

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