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Messages - Pix3M
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41
Pixel Art / Away from Quest - Fighting Animations
« on: January 10, 2015, 01:55:06 am »
What better than to try something very difficult?  :P

Some background info: I am spending free time on a personal project which I am programming in Javascript. It is an idle game, which the game plays itself as the hero fights monsters, levels up, and collects loot to sell. Additionally, I am testing a coding trick that forces balance between a variety of classes by forcing battles to last a specified number of turns. Pretty much an RPG but without large scope on programming and careful balancing, except for the art.

The game runs at 30 ticks per second, regular attacks lasting for 45 ticks, critical attacks I think should be good at 75 ticks. (as of writing, I haven't checked how long this critical attack lasts). This is a regular 'fighter' that hasn't went through any advancements. Going for a cocky, reckless, naive and very inexperienced, hot-headed character.

And current points of confusion I have so far:
  • How could I handle easing during the hop back to original starting point?
  • Visual FX is something to consider next update, but what other options do I have to maximize the illusion of impact if I cannot rely on audio?
  • This isn't specific to this project but should I start making it a habit to make smear frames look reasonably decent in case it gets 'taken out of context' in a poorly-timed screenshot?


42
Pixel Art / Re: [WIP] Assorted RPG assets
« on: January 08, 2015, 09:58:34 pm »


How about some shoulder rotation and a little lifting of the leg?

It *would* change characterization a bit, some movements might be possible to deemphasize, but just an idea

43
Challenges & Activities / Re: The Daily Sketch
« on: January 08, 2015, 08:41:13 am »


Not sure about the anticipation in the beginning.

44
Pixel Art / Re: Industrial tileset: Not sure where to start
« on: January 07, 2015, 09:38:53 pm »
This will be fun. I am horribly inexperienced with side-scrollers  ;D

I will pick this reference to make sure that I know what I'm drawing: http://www.kiddermathews.com/img/services/industrial.jpg
and that's good practice. Unless you have things firmly into memory, you're gonna learn new things about what you're drawing if you simply use a reference

I look at proportional relationships between the horizontal and vertical supports, and I 'carve up' the game screen like this. I have a background, a tileset layer, and a layer for sprites (characters and goodies, what not). This helps me  decide how to use my space on the game screen


And so, I decide that vertical supports will be 1-tile wide, and horizontal support sections will be 2 tiles tall, 6 tiles wide, plus another tile on top for the actual platform you stand on

Once I got size relationships down, I can then add as much detail as I want until I'm happy with it. Since this is just showing you a workflow I think is solid, this is something I wouldn't put in a portfolio yet, but this should be good enough what what I need



If you create tiles without having a feel for how they fit together in a level, something's gonna feel missing. It gets better with experience though, when you have a better feel for how you use your space for a more powerful game feel

45
Challenges & Activities / Re: The Daily Sketch
« on: December 22, 2014, 12:04:11 pm »


I'm coding something hopefully simple on javascript to learn javascript better. working out what the game might look like now. Should be an idle game, goal is to create as many classes possible, within reason, that would look impossible to balance. However balance is cleverly forced by engineering monsters that are at a constant difficulty no matter what stats are given. Inspired by a Ludum Dare game that complained that they had a hard time with balancing... then I had an idea that would prevent any balancing issues and wanna put this idea to the test and learn javascript  :)

Might make this look Japanese as hell for luls

46
Challenges & Activities / Re: The Daily Sketch
« on: December 19, 2014, 01:23:40 am »

47
Challenges & Activities / Re: The Daily Sketch
« on: December 17, 2014, 07:11:43 am »

Ref: http://www.deviantart.com/art/Sky-86929263

So uh....

aside for drawing a bazillion clouds, what should I be looking out for if I were to want to learn how to draw clouds?

48
Pixel Art / Re: Need opinions on game background. C+C
« on: November 28, 2014, 08:41:35 pm »
http://www.mrwallpaper.com/wallpapers/ukraine-landscape.jpg

Things farther and farther away should ideally fade to the color of the atmosphere  ;)

The way the trees are currently drawn conveys a flat fan as all branches are going off to the sides; instead, some branches could point toward the viewer map others may point away. I suppose the flat-fan 'mistake' doesn't look too bad when the landscape is already a flat tileset but I'm just throwing that out there

Oh, and the turtles are dangerously camoflauged. If you want to keep them green, they could be a more chartreuse yellow-green hue to distinguish from that flat-green grass, but it should be lighter overall for visibility

49
Challenges & Activities / Re: The Daily Sketch
« on: November 27, 2014, 11:05:24 am »

Frankensteined out of various 17th century Dutch paintings from a while ago, didn't bother to share here until now


And WIP study of Victorian interiors.

50
Challenges & Activities / Re: The Daily Sketch
« on: November 20, 2014, 09:26:54 am »
I was looking at a movie named 大明劫 (i.e. "Fall of Ming"), and I think I have a good feel for what Chinese interiors look like.

Also realized that the odango hair stereotype partially came from the 14-17th century. People back then over there wore cloth wrapped on top of the hair buns, though most of them had only one bun. The practice may or may not have been made illegal in the next Qing dynasty so it might be only a renaissance-period thing. I found this kid though, has what I'm also looking for, which I'll trust is a historically accurate example

Anyways, I made another study absorbing what I can from the movie. I'll trust that it's acceptably accurate if it is made by and for a Chinese audience with reasonable expectation that it makes sense to them

(forgot that I uploaded a 3x version to tinypic. oh well.)

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