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 - Skaz
Pages: 1 2 [3] 4 5 ... 11

Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 02, 2017, 06:21:29 pm »
Thanks for the feedbacks! I've made some progress on the animation, not yet finished but pretty close.

I included a subtle anticipatory motion, I can't really overdo it, it has to happen fast in-game, and be fluid. The hair are my favorite part, I exaggerated the motion to give the character more energy. Animation is a bit longer than the previous wip version, but still compatible with what actually happens with the game object. For those interested, I separated the hitbox of the object when climbing and the animated sprite, which is displayed at fixed coordinates during the climbing. It's clean, always in the grid, and I just have to make sure that the hitbox is where I display the sprite.

Any feedback welcome!

- Skaz


Just finished this animation, this is visual feedback for the players, letting them know they can also jump directly on the opposite direction when holding on to a ledge. It's not a mandatory step to perform the jump, as I said, only visual indication. The end is a bit hard with the braid, I might rework it a bit, but I don't want to add several more frames.

Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: March 31, 2017, 12:03:06 pm »
Thanks for the feedbacks!

I'm afraid some of you replied based on the previous comparison, but I've made a toned down version of my previous barbaric edit, an actual game screen-shot, which is somewhere in the middle, less saturated and darker, but still more contrasted than the first image and based on a limited palette.

I was a bit tired of stone blocks and went back a bit on the character animations, right now the animation in the pipeline is the climbing on blocks one. Not the easiest of all! Sor far I'm pretty happy with the motion, but I'm eager to know what you think. The major constraint is speed, it must be done fast to make sure gameplay wise, it's pleasant to climb around.

Will be displayed at 300% zoom ingame, btw.

I want her to feel pretty swift an agile, despite having such short legs  :)

Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: March 29, 2017, 01:42:52 pm »
I understand you point, I agreed that there was to much light part that catches the eye, so I tuned it down. I worked on the sprite sheets and remade all the stone to fit my limitations, then assembled the level from the screenshot in engine. Here is a screenshot from the game, it still lacks backgrounds tiles, it's next on my todo list. I could differentiate those tiles with the dark area by making a palette derived from the rock one, but going down a lot on the saturation.

As a base to expand upon, I'm pretty happy with the result. The multiple tiles and shade variations offers a lot of granularity on the level of detail I can achieve, even with two basic sheets. The new Game Maker 2 layer function is practically a miracle from heaven!

What do you think of the palette and general feeling?

General Discussion / Re: Best Lookin Sprite Game?
« on: March 28, 2017, 11:00:08 am »
Metal slug. No contest.

I'm afraid I'll have to agree. Just LOOK AT IT.

BUT there's also some nice recent examples. Owlboy is something to look at, too.

Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: March 28, 2017, 09:12:29 am »
You are right eishiya, form will also be a huge factor, organic Vs artificial rectangular blocks. It's meant to be made of vessels, tubes, some kind of placenta. Pretty close to the War of the World stuff I guess.

Right now I face a dilemma: I'm really happy about the bricks ,specially the big ones, but the palette is to broad. I've lost a bit of the simplicity of my characters, only tow shades per colour, no AA. The same is true of the overall noise produce by so many lone bricks with individual shading, I should go back to a more simple aesthetics, with more freedom on abstraction.
Truth is, the current standard of quality will be detrimental to my project, assets will take to much time to produce, and be to complex to fit the mood I aim for. So it's time to tone it down a bit. It's the day's goal, I will post something soon.

Yeah, I think overall the stone will remain in the blue/green area, and the organic stuff, monsters and mucus, should be in the red/orange.



Old for comparison:

I have heavy handedly edited my assembly test to make some adjustments on the palette and the fading of blocks. I limited the palette, removed a lot of pixel clusters, and made the shape of the blocks fade in the darkness. Overall it's much lighter, more contrasted, background tiles would be easily readable as background. It's also a lot more saturated. It's a dirty edit so a lot of stuff is to be perfected, I plan on having a lot more flat single coloured surfaces with fewer details, to have contrast in detail amount too. The squint test also show that walk-able path is easier to distinguish.

What do you think?

Pixel Art / Re: Sprite Sheet Progress ((Deadly Arms))
« on: March 26, 2017, 11:18:41 am »
First thing I'd say, if you plan on animating anything you will have to use another software, Paint won't get you this far. If you don't know any other software, I cannot recommend to use photoshop because I only do so out of professional habits, but look in the direction of Aseprite for example. I don't use it that much, but it's powerful and pretty cheap: Aseprite site.

Second thing, if you never animated a sprite, don't start with a sprite around 128 pixels high! It's going to prove wayyyyy to complex and time consuming. My advice: try to draw your character as small as possible, and see which size is good enough so you can put all the details you want in the sprite. But if it's over 32*32 pixel for a beginner, you should make it smaller. Don't worry about details at this stage, do thing in order: animate the skeleton, the global shape, then ultimately add the details.

As far as animation goes, I myself started many years ago with stick men fighting each other with rocket launchers on paint shop pro if I recall correctly. Having a good fun. Don't put the bar to high and have fun!

Try to animate the bare skeleton of your characters, to have well balanced animations with accelerations and slow downs. It's a vast and complicated subject, look in the direction of animation theory. Making a small pixel character walking convincingly is not different at all to making a Disney character when you want it to look right. The same principles applies.

And most of all: practice. We all started making thing we no longer are proud of, so keep up! Practice may not make perfect, but it also may make you damn good it you stick to it!

- Skaz

Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: March 26, 2017, 11:04:24 am »
Thanks CFKaligula!

Glad you liked the characters!

The problem I face right now with palette is, the fortress will be overgrown by some kind of weird organic mucus, kind of Zerg like. I have made no decision on the colour of this mucus, but it will have to contrast with the bare stone, a lot. It will be hazardous to touch for the player, it must be easy to notice. So if I go for a colour, I'll probably have to stick to a complementary one for the stone. But I like the violet heavy shadows, will consider that!

Something I must clarify: the tiles are indeed 16*16 but the detailed ones are not meant to be used as 16*16 tiles on a similar grid. The single stones getting out of the wall are 16*16 with alpha on the bottom, to be hand placed on the top of the clean ones, on a 8*8 grid. Same goes with the darker ones. It gives me way more flexibility and lesser tiles are required on the sheet.
It's the same thing with the big blocks, but detailed ones are 32*32 with alpha.

Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: March 25, 2017, 09:31:25 pm »
Thanks for the feedback llamacyst!

The leg stuff is a known issue, that I created while triing to fix a weird feeling that only one leg was thrown in the front of the character and not crossing, but I should really give some volume to the legs nevertheless.

The place will indeed be spooky, an old fortress abandoned for thousands of years, heavily damaged by violent earthquakes. The blocks so far are a base to expand upon, but ornate stones, statues, and more refined details will try to sell the dwarvish side of the place :)

Colours are not my forte, the palette is HIGHLY likely to be changed.

Thanks again!

- Skaz

Devlogs & Projects / Lost Fortress - of Dwarves and alien slugs
« on: March 25, 2017, 01:27:46 pm »

[EDIT] For the scroll-lazy, every most recent images are on the first post.


Some of you might remember my first topic here, and this one won't be very different: underground caves, great halls and dwarves... minus the dinosaurs.

I'll post a lot of stuff here, characters animations, tiles, backgrounds, etc. All in the goal to get valuable criticism (which doesn't imply positive ones, harsh and constructive is even more valuable), so don't hesitate!

Now some textures! Basic rock blocks, small and large ones:

Designed to be used as tiles. I heavily used Metal Slug as a source for inspiration. Why not aiming for the stars?

The two full sets:

An assembly test with the tow basic rock sets, done while finalising them. I have anti-aliased some rock since.  The hanging blocks are a bit out of place, they are from a previous rock texture attempt.

That's all for now, again, every criticism and advice is highly welcome!

- Skaz

Pixel Art / Re: Walk cycle
« on: February 09, 2017, 02:03:53 pm »
That's honestly pretty good. One thing you might want is to add volume and depth to the sprite, with a bit of sub pixel animation, like animating shadows on the model. You might also want to choose a direction for the light, what you are doing right now is close to pillow shading. Animating the shadow is specially useful when several poses are identical, it preserves the feeling of motion.

I edited it just to show you what I mean, it's not top notch quality work:

Pages: 1 2 [3] 4 5 ... 11