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 - snake
Pages: 1 ... 27 28 [29] 30 31 32

Pixel Art / Re: kof sprite work in progress
« on: April 15, 2006, 04:33:32 pm »
For some reason, she reminds me very much of a Alice from Rage of the Dragons with a mix of Karin from Streetfighter Alpha 3. Both because of looks and that she uses psychic powers like Alice does. Here's what I mean:
Then again, KOS is not meant to be a character-design award.

Allright, on with the C&C. Apart from what has been mentioned, her center of gravity is shifted to far to the left. You'll have to move the left leg to compencate or move her upper-body forward. Don't know why she has her hand out like that. I sort of make sense with telekineses and all, but holding it like she does now is a very heavy pose. The way her hand was before looked more like a natural way of defending yourself, it just needed some polish. I know it might be part of the style, but if you are going to add lines that indicate ribs you have to make the ribs bulge out so we see them. That sometimes helps to bring out the breasts a bit as well.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 15, 2006, 03:50:35 pm »
I pretty much agree with you there. Thing is though, the tiles have already been made. Either we remove the whole thing or everyone does some serious editing, in witch would be going against the second view. Of course, we could just reset the tiles that couldn't be reserved. But then, the picture wouldn't really make sense.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 15, 2006, 02:21:40 pm »
Finished my next tile:

I also did a slight edit to the gnome-waterfall tile (number 109) so it would merge better with the bricks on the tile above. Hope you don't mind. Didn't want to go further than that. I also grayed out number 83 for Xion Night. (I wanted that one  :-[ )

I'm reserving 48 for myself. Might as well finish what I started.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 14, 2006, 06:13:24 pm »
Thought I'd try out your suggestion TakaM. Saw the basejumping gnomes and thought of a way to put in that extra Link.

Also, am I the only one that finds the '!' mark blurred out by the red? Tested putting in a few lines here and there to make it clearer. Hope I got all the new updates in there. (The new tree/rock-tiles work great with my old one. Kudos on that.) Just have to mention that a few yellow points have gone missing in the new versions. Had to fill them in here. Someone should probably do a carefull checkup as I might have missed some places.

General Discussion / Re: Noitu Love and the Army of Grinning Darns.
« on: April 14, 2006, 05:02:50 pm »
This was excellent. Rare to find amateur-games of this quality. Feels like a mix of Megaman Zero (and the original) and Viewtifull Joe.

I've been trying to make something like this in Multimedia Fusion for ages, but I couldn't overcome the most simple function there is: Getting the character to stop when he hits a wall. I've been hoping to be able to ask someone about that. How did you fix it?

The character locks himself in the wall until the running animation halts. I fixed this by using box collision, but this removes a lot of functions. Plus, he still gets locked on the wall every time he hits it and then you loose controll. If you hold the direction-keys in the direction of the wall he's sometimes able to "climb" it, it varies given his animation. Sometimes you have to press or hold jump at certain times, but it always happens. Then there's the bug where his legs gets caught on a ledge where it varies if you fall if you try to jump again and the one where your head gets stuck to the box if you hold the jump button. I'm mentioning the last part because I know you set a lot of the background-objects to obstacle and not platform.

I'm guessing you used a few plugins, mainly because of the 3d effect at the last stage, that looked excellent by the way. I've heard the so called "platform-object" plug-in is supposed to fix a lot of bugs in the platform-engine. However, i can't get it to work (keep getting errors when I start it up,) so I don't know if it helps or not. Maybe I'm putting it in the wrong folder or something.

Anyway, Great game. Nice idea with the use of evolution as a power-up. Hope to see more.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 12, 2006, 08:39:15 pm »
Appears people didn't read me clearly, so I'll try again. I changed the new tiles (lighter version) back to the palette I had copied off the newest submission at the time(darker version) so mine would fit. Then you could change the entire picture back to the way it was supposed to be. Since it's now been taken care of, everyone's happy.  ;)

Oh, and Adarias. I always use MS paint. Thanks for graying out the slot though.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 12, 2006, 04:59:36 pm »
OK, so here's number 66 and 80.

War really hoping I could make the rest of the tree. Maybe I can get 56 for the next round?

Not sure if the colour edit was such a good idea. Noticed the second I had finished, so I couldn't use what I had made. Took the new ones and changed them back to the original. If you want, you can just repeat what you did, and my new part should work fine. Or you could keep the originals. It's up to you. Just hope I'm the only one who had to change colours half way.

This is really starting to look good If I may say so. Can't wait to see the finished thing.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 11, 2006, 11:16:28 am »
@Adarias: Well, that's why I asked.  ;D No biggie. I found a way to shrink it a bit so I'll make due with 66 and 80.

Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: April 10, 2006, 09:42:57 pm »
If possible, could I call 48, 56, 66 and 80? Got me some big plans for this sucker. To bad crab2selout took 55 :( Should have seen this earlear...

Pixel Art / Re: Fighter Sprite WIP
« on: April 06, 2006, 11:17:23 am »
First thing that came to mind were the legs. The top part of the leg is supposed to be ither longer or as long as the bottom. Also, hes left leg is a bit off the ground.

Pages: 1 ... 27 28 [29] 30 31 32