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Messages - HezaKey
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21
Challenges & Activities / Re: The Daily Sketch
« on: February 01, 2014, 04:15:39 am »

Went along with the idea from yesterday and took it a little farther.
Those ruins are boring as all get out though.  Might try something more involved next time.

22
Challenges & Activities / Re: The Daily Sketch
« on: January 31, 2014, 04:45:25 am »
Well, I was going to go to bed, but...


Being quick and dirty about it.  I think I'll try to keep up this daily challenge, since I'm really out of sync with my drawings lately.  Draw more, take no survivors!

23
Pixel Art Feature Chest / Re: Problems with perception of level space.
« on: January 31, 2014, 01:09:52 am »

Brightened up all the colors on the top plane, and darkened the side planes in a couple of places.

In the original version, the top of the robot was just blending into that blue strip too well.  I kind of created the opposite problem, with a slight blending of the grey into the grey tiles, but I still think this is more readable without adding any more colors to the mix.

There was also an interesting effect making the tiles dark grey, but I'm not sure if that would have fit in with whatever is planned for other parts of the level.

On the bouncing monster, How bout orange instead of pink? 

24
Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: January 24, 2014, 04:21:43 am »






I just lightened the top and a few clusters of leaves on the bushes and I think they look much better.

As per Facet's suggestion, I redid the leaves... which is going to get another stab I think.
I'm noticing a problem with the 64x64 tiles is that I have add more tiles to make smoother curves.  If I knock them back to 32x32 tiles, I can get the same kinds of curves with less tiles overall.  Also having less tiles will probably help in making smoother tile transitions (dies a little inside).
Also I'm saving maple leaves for a different tile set.  This set is just the basic forest.  Very green, very alive.

aaand flowers.  Some of them I'm still working on.  I can't seem to find a way to make tiny ground flowers (like clover), that are in scale to the player character, and yet are still readable as flowers.  Make really tiny things, on really tiny canvases.  yes.

Gosh though, all your encouragement is daunting.  I keep submitting for critique to keep me on task and on my toes.

Hmm, as for how the game works... I keep thinking on that.  Part of my initial ideas was to make it work like the original Legend of Zelda, with a fixed camera that flipped across different areas/screens.  I think though, in retrospect, that would really slow down the flow of the game.  Now I'm thinking something similar to A link between worlds (I think a link to the past does this too, but it's been awhile) where areas are divided into larger pockets of explorable area before hitting the edge and fading into the next area.

Other than that, just some general ideas about gameplay.  I don't want it to be combat based since I want to forest to be rather unwelcoming.  The player will have a staff to knock back enemies if they need a little running room/breathing room, but can't deliver any fatal blows.  So "defeating" enemies relies more on avoidance or some clever puzzle solving with the environment.
But mostly the game is just exploring the world and finding all the optional secret things that are in it.  Lots of world building to do, lots of hours to lose.

Well anyway, my goal is really to just do all the art, writing, and level design.  I don't have any programming knowledge, so this is more of a pet project until the ~*mysterious future*~
I'm also kind of building as I go (I know, going in without a plan. bad), so if it seems I am completely lost, it's probably true.


25
Pixel Art Feature Chest / Re: [WIP] Lithone 2005
« on: January 22, 2014, 03:07:41 am »
I did an edit.





Mostly tried to imagine what would be reflected in the large gray pillars in the back. Also adjusted the lighting a bit.  The large dome suggested one large light, but it also looked like it might be placed offcenter in the room, so I did four smaller lights instead. (I know, more light sources.  Just what you always wanted)

The other thing was just... following the light around and putting shadows in there place (the dome was mysteriously not casting much of a shadow on the walls, despite having a light source in it) and finding a few places where light would be bouncing up off the shiny surfaces and lighting up the bottom of things.
Found a tiny perspective mistake, and then lit up the sides of the gold with purple in some places to reflect what's outside the window.

You can probably reflect the outdoor scenery on the floor as well, but I didn't do that here because I forget.

26
This is looking much better.
Kind of a little thing, but the shoulders/arms need to be in opposite rotation of the hip/legs as seen in this Tutorial: http://www.angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle/

This isn't just a human gait thing, it's actually needed to maintain balance.  It's one of the reasons Japan had such a heck of a time creating walking robots (the other being that we're always making microadjustments to balance as we walk, but I digress.)

27
I don't think the walk cycle has a lot of character to it.  Very high, very stiff.  The steps are also really small for such a big guy.
I think you could get weirder with the walk, since it is a robot.  I would try making the space between each leg longer, but I also think you can exaggerate a lot. 

I keep thinking of two things really:
The Big Dog Robot http://www.youtube.com/watch?v=W1czBcnX1Ww, too many legs though.
And the Slig from Oddworld: http://spritedatabase.net/file/13965

The slig has a walk and run cycle, and it's legs are pretty similar in shape.

28
Pixel Art Feature Chest / Re: [WIP] Lithone 2005
« on: January 19, 2014, 11:39:04 pm »
This might be an idea to keep in mind, but the reason reflections band on glass (and metal) is that it's surface is never perfectly flat.  Glass warps and it also get's worse as it ages.  If the glass is fairly warped there can also be rather organic shapes, but there's also loads of other stuff that can affect the shape of the reflection (light source: round or square, objects block lightsource, amount of warping in glass)

Also metal reflects it's environment.  Using your example, even stylized, the reflections are mostly white or a darker color... because it's space!  Something like Chrome would give you a near perfect reflection.  I think you can still be stylized with them, but also hint at the surrounding environment through the reflections.  (Doesn't have to be 100% correct, since are brains aren't geared towards spotting inconsistencies with reflections.)

If I look a little harder I can actually see what kind of environment those screenshots are in.

1. sun
2. strong light source: possibly nearby star
3. Actually not too sure, seems to have some soft light from below
4. Seems to be flying over a nebula, actually probably a reflection of the purple/black portions of the sky/space
5. lit from above, clouds or warping causing bands
6. at least one or two overhead lights
7. sun again.  Darker bands are actually just a lack of reflection on the windows.
8. Nearby light source reflected on the vehicle. (white)

I mean these are all super stylized, and not 100% correct, but they still correlate to their surroundings.

Anyway, I hope that was some helpful insight.  Let me know if I should clarify anything.

29
Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: January 17, 2014, 11:24:21 pm »
@tim
Ahh, those are all such good points.  I hadn't even thought of how upward movement was going to be a problem with those trees.  I suppose I'll have to be careful with that when designing different screens, but I think I can handle it by either covering up sections or terminate the trees into stumps.

You're right on the dead leaves, they're going on the two fix list. (and gosh, such a list it is)



So I tried to make some bushes.  These were a no, but I'm showing them for the sake of process.



And then, I really like the texture on these, but somehow they ended up so flat looking.  Only a couple or so seem to have volume, and I'm still trying to figure out how to fix it will still keeping it tileable.


So I gave up and kind of used them as a flat texture on here.  My ultimate goal is to make some bushes run along the top to indicate that area is impassible.


mo trees.


Then I got tired of all that and went back to making this snake temple.  Still needs x10 more snakes, but I was really trying to get the overall structure down first.

This are some thoughts for myself, but I may be reaching a point where I need to plan a little bit more.
Since besides more trees, vegetation, and ground cover, things that need to be made now will more likely rely more on the needs of the game itself.
It'll also help me decide which objects should ultimately be tile-able (more usability, less uniqueness), and which ones should be just be giant objects.

and then I have no idea how layers work in a game that pulls all the stops, but some of the trees might be annoying to layer since the sprite is taller than the tile.  The sprite needs to walk in front of, and then behind some individual tiles depending on how high or low the sprite is on the screen.

But yeah, I really don't know all that much about how tiles work, all said.

30


Oh goodness, now that I've looked at it again, I may have read what you were trying to do all wrong.  I was seeing long wavy hair in a bun, but maybe you were going for a tight head of curls.

In any case, you just might be overemphasizing each curl.  They're too defined and orderly.  None of your curls seem to overlap or layer either. See if you can find some reference of the kind of hair your making and leave some of it less defined.  Might look more like hair and less like curly brains then?

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