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Messages - Sohei
Pages: 1 [2] 3 4 ... 11

11
Pixel Art Feature Chest / Re: [WIP] Magic Effects (fire+ice)
« on: October 12, 2013, 07:28:04 am »
Decroded
My English is not very good. I'm asking an apology If I'll write confusing stuff.

Your point is correct. I should've explained controls, genre and monster behaviour.

Genre - Metroidvania.
Controls - keyboard. Z - jump. X - attack. ↑+X - secondary attack. A, S - brings sub menu to select another weapon and secondary weapon. Spacebar - probable backdash


Skill progression chart

Complex magic spells require some time to be cast.

For monsters, I have plain walkers right now. My knowledge doesn't hint how should I balance combat: starting from monsters or fighting capabilities. So I'm making random guesses.

12
Pixel Art / Swamp level. C+C needed
« on: October 12, 2013, 07:12:52 am »
Here is a mockup of a swamp level. Grid based on 16x16 tiles. I've inserted game units to give understanding on scale and proportions.



I've made this level, but now I see that it's structure restricts me at a field of gamedesign. First of all, the level is plain flat. I can't make ground shifting, because of the logic of still water. The only way I can bring up jumping is creating a some kind of alternative path over branches. But I feel restriction, because too long truncs ruins aestetics and feel weird. And no idea how to populate branches with appropriate obstacles.
I could't come up with convinient destroyable path blocks, like bone pillars in Castlevania, so it's another trouble - I don't know how to stop a player from running across avoiding battle.
Maybe I'm thinking in wrong direction, and try to fill lack of level mechanics by graphic measures.
I need some serious critique and advice. Is there a way to improve gaming concept of a level?

13
Pixel Art Feature Chest / Re: [WIP] Magic Effects (fire+ice)
« on: October 12, 2013, 06:37:09 am »
Nightblade
Oh, I can try that. How does it look?


Nirel
Good ideal. I can try that one too.
All
And speaking on this, I would like to raise gamedesign question, If it will not be offtopic here, though it directly intersects with battle animations.
How do you evaluate current battle system? Right now I have some type of close range battle (fire touch, a main weapon for 15% of a game) which is inferior to actual sword play, because there is combo stacking, blocking and parry. A combat will look like: single hit and run.
When long range weapons will be acquired it will transform into some inferior type of Contra, except that enemies doesn't spawn from camera side. A combat will look like cowboy duel: who fires first and dodges damage.
I begin to doubt, that a platformer about a mage was such a great idea. Can I still draw some fun out of the concept?

14
Pixel Art / Re: C64 Knight Portrait
« on: October 10, 2013, 06:31:04 am »
I think that eyes are too high.
  ->>

15
Pixel Art / Re: Large crystals
« on: September 29, 2013, 04:35:32 am »
I'm interested in this thread. Can't tell anything useful, don't know much about crystal shading. But I could make use of any info for my ice boulders.

16
Pixel Art Feature Chest / Re: [WIP] Magic Effects (fire+ice)
« on: September 24, 2013, 05:11:20 am »
Might be a neat idea to have him do a bit of a different stance for Ice attacks. The fluid arm swipe suits fire well enough.
It is indeed a neat idea, I'll see what can be done. I hope my imagination will give a hint on how to handle it better.

Also, here's an update on ice effect.

17
Pixel Art / Re: Anime Male Base, WIP (Need Guidance)
« on: September 21, 2013, 06:12:12 pm »
I'm rolling in just to show an example of cinema magic.  Observe how brain connects all three pieces into one sinle unit. And whenever you meet a small sprite, your imaginagion will render another picture.

So, maybe, going for realistic proportion sprites with avatars will do the job.


18
Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: September 20, 2013, 01:02:41 pm »
Pixel art is not for big resolutions. It won't look nice, even if you spend infinite amount of time on creation.

19
Pixel Art / Re: Anime Male Base, WIP (Need Guidance)
« on: September 16, 2013, 12:46:43 pm »
I'd recomend going for chibi art. Pixels will not represent anime features in classic proportions. If you still want to do it, you'd have to go for something like King of Fighters size and style. Or cheat: make normal humans with anime avatars. It will feel almost the same.

20
Pixel Art Feature Chest / Re: [WIP] Magic Effects (fire+ice)
« on: September 16, 2013, 12:42:35 am »
New cube.

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