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Messages - Probo
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51
looks great, would love to see a panning shot of that island with the tree.

52
Pixel Art / Re: Melting
« on: May 08, 2015, 06:14:31 pm »
yeah looking good, but i think that when the main bulk of the melted jewel hits that fork in the channels of fluid, it would break the banks so to speak and just go right down the middle covering that little gap.

quick edit (i added a bg colour to make it easier for my eyes when editing, thats the extra colour)


53
Pixel Art / Re: Melting
« on: May 08, 2015, 03:40:28 pm »
thats what id try, but you dont have to do that of course. if you keep what you have, id at least change one thing about the shading though, the way the specular highlight on the jewel remains exactly the same even as its pretty much entirely liquid is a bit strange to me, its like the highlight has its own mass

54
Pixel Art / Re: Melting
« on: May 08, 2015, 12:02:36 pm »
cool. I think the main body of the jewel melts too quickly, id make it slide down the stone like a scoop of ice cream on an inclined frying pan, shrinking as it goes and leaving a wide trail. it could slow down as it reaches the letters and then with one last burst of magic or what-have-you completely melt and go into the top line

55
Pixel Art / Re: [WIP] Forest assets and palettes
« on: May 07, 2015, 06:51:11 pm »
maybe its too much, but a spotted skirt would set off those mushroom legs




56
Cool man, I voted for you too. Love the title screen. Maybe add some more stuff about the story onto the greenlight page? It's called A Bastard's Tale but what's the gist of this tale? Why is our man killing everything?

also would be nice to see some more special moves like jump attacks, Lord Deimos-style home-run swings, stuff like that.

57
thread title was a little misleading, this is voxel art using voxels XD, but they look great!

@cherno yeah id love to see more games using voxels. check out 3d dot heroes if you havent seen that, its got a cool voxel thing going on

58
Pixel Art / Re: Dark Creature Attack/Walk animations
« on: April 23, 2015, 01:13:37 am »
One thing though, atm I'm at 8 frames (not counting the 2 default standing frames), if I were to add in a couple more frames to exaggerator on the wobble after he is done biting, could that make an impact gameplay wise? Since there would be a small window open even after it's done biting.

it would have an impact yeah. the longer the benign part of the animation, the bigger the window for the player to counter-attack or escape is. but other things could happen to offset that if you wanted, in programming. like if the creature doesnt have to finish the full animation every time it bites, so it can cancel its own attack after a certain frame and attack again in quick succession, only finishing the full animation when youre not in a certain range of it

nice update, a few things - watch the abdomen, it doesnt really match up at the end of the animation with the standing abdomen. in my last edit i also gave the abdomen a bit of drag, so it lagged behind when he pushed forward and then catches up and deforms a bit appropriately. its this abdomen momentum petering out that then creates the bulk of the wobble effect at the end. also watch the legs, they look like theyre sometimes not rooted to the ground but a pixel or two higher. the leftmost leg for example looks almost like he has an ankle joint two pixels up it



59
Pixel Art / Re: Dark Creature Attack/Walk animations
« on: April 22, 2015, 04:08:39 pm »
I think its fine really, the anticipation adds more to the power of the bite than distance travelled. If the gameplay designer ever decides the monster needs more range in its attack for some reason you could definitely give it that though

60
General Discussion / Re: Official Off-Topic Thread 2015
« on: April 22, 2015, 01:07:58 pm »
woops! sorry, i guess i think of games when i think of pixel art. those that kasumi mentioned are pretty freaking awesome.

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