Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - vedsten
Pages: [1] 2 3 ... 13

1
Pixel Art / Re: God of Box ~ Help me improve my game
« on: May 03, 2012, 03:10:22 pm »
@ blumunkee ~ Thanks! Regarding the keys - I'm planning a 2player mode so I'd really like to reserve the left side of the keyboard for a second player. I however, it's a persistent issue during testing I'll look into it.

@ Jams ~ Thanks, I'm gonna weed out the Bugs in the next build! I see your point about music, better start finding a someone who can help me with that.

As for backgrounds, I'm trying some different approaches atm.. I have a hard time keeping it nice and clear, but I think i might be on to something:
(just some quick mockups)

 

Which do you guys prefer? (It's gonna parralax scroll when you climb up)

Let me know what you think,

Cheers,
Mads

2
Pixel Art / God of Box ~ Update, which is better?
« on: April 27, 2012, 02:19:26 am »
*** Update below ***

Cheers,

It's been a while since I started developing a small game for my thesis. Originally i wanted to do an RPG (check out http://www.wayofthepixel.net/pixelation/index.php?topic=12926.0) but unfortunately I had to stop because I didn't have the skills to pull of the engine. Instead, I started doing a fancy spin-off of Tetris called God of Box. I'd very much like your input on the graphics (and gameplay if you feel like it).

You can check download the game here: http://dl.dropbox.com/u/5419498/GOB%20-%20Public%20Beta%200.65.zip (Make sure to unzip it before giving it a go)
(If you play it, I'd be thrilled if you filled out the question form included afterwords)
Or check out the fancy screenshots below.
(I will upload stand-alone versions of the different assets soon)

Let me know what you think,
~ Mads





3
UPDATE!

I couldn't sleep so I decided to do a couple of sprites



@ Alex ~Thanks :D As for terrain, I am looking into improved blending, but I'm not gonna do "real" transition tiles. The map is going to be code generated and my limited skillset in this respect prevent from attempting any thing like that :)

@ Olonthor ~ Thanks :) The grass tiles were changed to afford tiling between variation tiles.

4
UPDATE!



@ Olonthor ~ I think I know what you mean, like homam3 where every map object has high contrast and a gazillion colors creating a very "busy" look. This was also the reason for me to remove the yellow you speak of. In this update, I tried to tweak it further altering content and colors to create a colorful yet readable style.

@ Mathis & Ptoing ~Ya, I see what you mean, it's removed. When I return to spriting I'll take a look at it's usage there.

@ NickZa ~ Thanks man, I think it's progressing nicely myself :)

5
UPDATE!

After a gazillion make-overs I think I'm getting somewhere with the tileset.
 


Variation tiles are still missing, but I'll wait until I'm 100% happy with the basic ones.

Thoughts?

@ xantier ~ Thanks a lot! :D

6
So, I took a break from spriting and started doing some BGs.
I've been trying to create a decent tileset matching the sprites all night, with little luck, this is where I'm at:
Any C&C, edits, what-ever is appreciated



Also, brushed up the sprites:



@ Ptoing ~ Orko huh? Might explain why I had such a hard time finding references :o The sprites are indeed always going to be shown on dark BG so, yeah some AA makes sense. I've gone with 1pt because I enjoy the crispyness :D

@ PypeBros & NickZA ~ Thanks for the suggestions! I'll keep them in mind once i return to spriting!

@ Cesque ~ I guess it's a fairly accurate description of color technique. Not sure what to say :D I like it that way ;)

Cheers

7
UPDATE!

New additions (including orka from heman) + a couple of tweaks



I'll take a break from spriting and start looking at the engine. Next update will probably feature a tileset.

@ Eyecraft ~ Thanks :) I think your edits are taking the sprites in a somewhat different direction in terms of shading style. While the skeleton problem is improved in terms of detail level, I think it looks a bit too smooth for the rest of the bunch. The 'shroom shading was a tad harsh so I added an extra color as suggested. As for setting, it's actually all outdoors, but you'll never see the monsters on anything else than a card with a dark grey bg. Thus, my main concern has just been to make them look neat on just that.


@ NickZA ~ Thanks a bunch :D

8
Pixel Art Feature Chest / Re: RPG enemies (UPDATE x 2)
« on: July 23, 2011, 01:43:11 am »
UPDATE!

Incorporated input and added a few chars.
I kinda like the skeleton, but I'm not sure it fit's the others due to the amount of minor details. Any thoughts?
Also, a few WIP enemies made their way in.



@Pyrebros ~ Thanks! also I agree on the banding. Actually when I look at it now, I guess there are still some issues, I'll fix in next upload :o

@ptoing ~ what what what !? Aliens is getting released afterall? That's fucking excellent news! I never thought it would see the light of day. Thanks a bunch for the edits, I've incorporated the most obvious improvements (and missed some most likely D:). You're right about the photoshop thing, and it does cause some color issues, I'll give it a major checkup ones I decide I have enough. Also, it's good to be back!

@Conceit ~ Thanks a lot! I've tried using dropbox for uploading this time, does it work ?

Cheers

9
Pixel Art Feature Chest / Re: RPG enemies
« on: July 21, 2011, 05:10:08 pm »
@ Pypebros  ~ Thanks for the input! I don't like what your edit does in terms of conveying shape, but the colors worked wonders!!! They're incorporated, thanks.

@ Decroded ~ Thanks :) Nopes, no animation, too much work!

Also, two extra chars.



Cheers!

10
Pixel Art Feature Chest / Re: RPG enemies
« on: July 19, 2011, 11:01:31 pm »
A few more chars.

@Phlakes: I guess it depends on screen settings, it's no really an issue on any of my monitors. Not that they're particularly good tho :o



Cheers

Pages: [1] 2 3 ... 13