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Messages - Grundy
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21
Pixel Art / Re: Grundysoft shooter Game
« on: August 02, 2012, 05:17:29 pm »
Hey man, Thanks for taking the time to dip it in your own palette.
(admit it. you kinda liked it! :D )

It's a bit less bright than mine.
I will stick to the palette i have but yours has pointed out one very important: mine has no purple.
I am trying to emulate GI Joe toys/cartoons with my game and purple might help.
Could be a sweet color for enemies. (it was a color test btw)
The "red on red dont see enemy" is partly true. Although motion helps people detect things too..

So. yeah: Mine could use 2 shades of purple/magenta as well.
It's just that im so afraid to add colors because i fear i mess it up.
This is what i use now. i took it from this site but i cannot retrace the source.
Props to the guys who made this!



The more i talk the more i feel like a total noob!
I feel like im naked in front of all the artists in the world.
But i gotta step my game up. So. Bring it.
 

22
Pixel Art / Re: Grundysoft shooter Game
« on: July 31, 2012, 11:09:19 pm »
Ok. It's been some weeks since my last post.
Stuff has changed since then.
I even dare to say that i got better at this pixel art thing.
To be honest i was a total noob when i started this weeks ago.
I still am, only less so.

It took some time for me to get grips with color palettes.
Then i took a tried and tested 16 color palette from the internet.
And added 1 shade of dark red and 2 shades of pure grey.

Here is a screenshot.


The game still has the strange perspective i discussed in some other topics.
I have come to peace with it.
Thinking the weirdness of it was more in my head than anyone else's.
Maybe we change it still after playtesting with people.

We are close to releasing a demo.
This means that people can play our game.
An important moment to test our gameplay.




More info on my studio website

23
General Discussion / Re: What to look for in an artist (Question)
« on: July 27, 2012, 03:28:24 am »
If i browsed a forum being an artist and came across some job offer. The first thing i'd want to know is the visual style. Just some names of other games as examples are sufficient to point this out. It might not be technical but i would damn well want to see this in the specs.

24
Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: July 27, 2012, 03:21:29 am »
What part of megaman do you want to "-esque" with your character?
Is it the size? the style of the eyes? or the fact that he is a cyborg?
For me, megaman is about coloured metal plates and a human head.
It looks like the wizard has cloth. Does this matter to you?

There is also more detail on the wizard than on the megaman next to him.
It's readable alright. But i don't think he needs the cape. The huge pointy hat kinda signals his wizardry enough.

25
General Discussion / Re: What to look for in an artist (Question)
« on: July 26, 2012, 02:43:34 pm »
If i look for people for hire there is one thing i value highly:
How well someone communicates with you.

Does he* respond to emails?, is he available on instant message?, does he chat for too long?, does he get what you mean? (you are responsible for that as well), is he asleep when you are awake? (timezones), Does he speak your language well enough? (English for example).

Unfortunately. This is very hard to find out unless you have a talk with the person.But being on the same line is important.
In my opinion.



*he is used in this story for the sake of readibility.

26
Pixel Art / Re: Death animation
« on: July 09, 2012, 10:59:04 am »
Thanks for taking an effort in helping me out! You edit does make more sense.

The bounce is indeed way heavy for such a big character. I think i was just too close to it to realize how off it was.
The disappearing weapon is part lazy, part practical. I thought it would be nice to have a hi-tech weapon that folds itself open when held but it kinda looks silly. Seems like i gotta take some extra steps and just drop it on the floor in full size.

27
Pixel Art / Death animation
« on: July 09, 2012, 02:06:59 am »
So im still working on my gallery shooter type game.

At the moment i am wrapped up in death animations.
There are 3 main enemies in the game and we are still not happy with the way they fall down.
Any advice on how to make their demise look better? It's gotta be superdope and i'm not much of an animator myself.









Just fire away. It has to improve.

28
Pixel Art / Re: Perspective and Character question
« on: July 06, 2012, 02:17:46 pm »
Rikfuz. that might be something i should consider!

It is indeed a shooting gallery type game.
The "perspective" is indeed strange. I kinda look at it as a mirrored isometric view.
We took it from Turtles in Time.



I think it is less jarring because the lines don't converge as much with that game. The platform is shorter.

It works for us because we have to keep all the doors visible and keep every single enemy visible at all times.
We could choose for a doom/wolfenstein like perspective but then we would have enemies standing before other enemies, which deletes the element of choose.

29
General Discussion / Re: Circular Pixels to defeat the Square Pixels
« on: July 06, 2012, 02:31:02 am »
If somehow pixelated screens would be replaced by 3D holographics in a space and images would be made out of some kind of laser vector.  we'd get to play with lightcubes ( a format we'd make up ourselves. just for fun) and  pixelart would morph into unlimited lego.

And if that did'nt work for us there'd always be ministeck :)
I think it's the limitations rather than the possibilities that make the medium interesting. We'll always find some shackling rules for ourselves to play within. Trying to improve on the rules (circular vs rectangular) is not the point.

30
Pixel Art / Re: Perspective and Character question
« on: July 04, 2012, 06:08:54 pm »
Thanks again.
We need to be able to show all five doors on the side but we also cannot scale characters dynamically. (we could but then the hit detection is scrambled). On top of that: the game is about choosing who to shoot and overlapping characters (what you get when you have depth) interfere with that element of choice.

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