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Messages - cheatsguy
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1
2D & 3D / Grass, now with less Astroturf!
« on: September 30, 2016, 04:54:41 pm »


I'm starting to really like how this looks, one problem though:



for some reason, it tiles -really- poorly and I'm not quite sure how to fix it ;-; is there any software that allows for real-time tiled image testing?if there is that'd be amazing, guys.

EDIT: updated the image to full resolution

2
2D & 3D / Re: Experiments with High-Res Tiles
« on: September 29, 2016, 07:18:23 pm »
Cherno, I am planning on drawing some height maps and then converting to normals for use with my game's lighting engine, once fully implemented. For now it looks extremely flat but that will be fixed when actually put in the game.

MysteryMeat, as far as being too green, is that more a problem with the actual coloration or rather with the lack of other details? if the former, I'll be able to tweak the colors, and for the latter I'd be able to make variants with decorations or dirt patches.

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2D & 3D / Experiments with High-Res Tiles
« on: September 29, 2016, 06:10:35 am »
hello everyone  ;D

In my downtime I've had a chance to experiment with making some higher resolution tiles rather than just using pixel art. I'm moderately happy with the results so far but I could use some advice from better artists, for sure. So far all I have is a cobble tile, and a set of tiles transitioning to dirt:


a few notes:

  • tiles are 256x256, and will be used at 128x128 in-game.
  • yes, I know the dirt is just the same texture as the rock, but I haven't gotten around to figuring out how to make it look nice on its own.
  • I'll be making my own normal maps and using lighting in-game, so having lighting on the actual tiles would be redundant at best and bad at worst.

also, a grass texture I'm really not sold on at all:

thanks in advance :)

4
Pixel Art / Re: [C+C] Plague Spirit
« on: September 23, 2016, 05:59:06 pm »
would you suggest removing the outlines altogether? As for the greys, I'll work on differentiating my colors some more, then.

Edit: after a couple revisions:

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Pixel Art / [C+C] Plague Spirit
« on: September 23, 2016, 05:02:22 pm »
Hey, long time no see  :D

I've been working on a game for the past month+ and I've sort of settled on a gothic theme with a bit of dark fantasy stuff. I'm planning on using pixel art for concepts and then translating to vector for the actual game sprites. Here's the first one:

the general idea is that this is an evil spirit wearing clothes of a plague doctor, likely after killing their owner. I'm definitely rusty, so please feel free to tear this one right up, I can handle it  ;D

6
About the 'Ice Skating' look, he is the current fastest character in the game, so I'm not sure if it should be changed. Anyone else feel it should? A rework of both sprites is on its way soon, so I'd like to fix that in the next version.

7
I thought it looked weird without the fifth (and eleventh) frames, so here's a comparison for everyone else.

100% speed:


100% minus 5+11:


50% speed:


50% speed minus 5+11:


let me know what you think of these.

8
Thank you very much! to answer these:

Outlines vs. No outline:
I've been thinking about it, and it definitely makes sense to add an outline to Air. I was thinking about using a color slightly darker than the current darkest to outline.

proportion and style clash: air is supposed to seem light while earth should be very intimidating; this ties into their roles in-game. Air is an offensive class that you will likely encounter on the front lines, while earth is supposed to be a defender and should make you run in fear :) I will work on these.

Generic weapons: I wasn't sure on the direction that I was going to take on this, and what I decided on was to make them start with some very generic weapons and gain some more 'interesting' ones as you go on. Now that you mention it, I agree that the names of the classes should extend to more than just their appearance alone  ;D

Coloring and Anatomy: I will work on adjusting the hues, it honestly wasn't something I was thinking about at the time, but looking back, should have been more of a priority. Anatomy is definitely not a strong point for me, and there is plenty of room for improvement.

I will work on concepts for weapons and appearance ( and enlist my artsy sister for help, haha) and post some concepts here. Thanks for the help!

here is the current running animation for Air:



I used the running tutorial that has been posted in other topics several times :)

EDIT: possibly the new shotgun?

9
Bump :/

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Hey everybody, I've been working on a new game that will (hopefully) be called War of the Elements. anyway, there are 12 different unique classes, each of which has different roles, abilities, weapons, etc. I've tried to make some basic ideas of what they should eventually look like, but I'm not sure about them yet. What should I do to make them into a finished product  ??? here are the images:
'Air' class:

'Earth' class:


a big thanks in advance :D

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