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Messages - Tobe
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41
Pixel Art / Re: Platform guy
« on: June 30, 2009, 07:14:33 am »
I did surely leave out the nose. Just make the face so messy IMHO :(

42
Pixel Art / Re: (WIP) Wild West Shooter
« on: May 24, 2009, 11:47:11 am »
i mean that particularly your floor tiles make the grid extremely obvious, and not only that, but making a large number of intersecting perpendiculars (squares, crosses) instantaneously flattens and distorts space, which is generally not something you want in a game unless the grid is important (i.e. a game like warsong)
I see what you mean. My idea was that the character moves left and right by grid, rather by pixel. So every time you press the direction, he jumps to the next grid. But since I pretty much created the images on the go, the idea ended up neither here nor there.I will take note on my next try though.

Oh I see. Yeah, I never really have liked wild west themes. I typically don't like westerns. I didn't even like the wild west themed level from TMNT: Turtles in Time, hehe. So spicing it up with modern elements is good.

To be honest, this is 1 of the few times I worked on western theme myself. I'm thinking of changing the theme entirely, seeing how it's not getting attention despite just in the idea phase.

43
Pixel Art / Re: (WIP) Wild West Shooter
« on: May 23, 2009, 02:37:37 am »
it's nice but i think your tiles ae relying way too much on the square, which ends up flattening the playing field and ruining any sense of pespective.  there's no need t obreak them up so regularly!
Do you mean that there's too many square objects, and I should add in more organic stuff? I know the perspective looks bad at the moment, and I definitely hopes to correct this. Right now, I have problem with the slight top camera view, especially to match the character style I want to go for.

So, do you fail when the enemies get to you? Like Space Invaders. What will your equivalent of the flying saucer be?
You're mixing Old West and industrial environments I see, or at least it looks that way. I find this odd. I assume the plot will explain it, though.
frankly, I haven't exactly plan out the game design at the moment, since it was more of something I did on impulse. The thing I actually borrowed from Space invader was actually the destructible cover, and maybe losing when the enemy reaches you. As of wave of enemies, they probably appears like the arcade 3rd person shooter instead.

As for the theme, I find Wild West alone to be kinda restrictive, so I added industrial stuff and hopefully some robots like we have in Wild Guns. Anyway, robots are probably easier to animate then humans, so yea...haha. On a side note though, maybe this post isn't as interesting, but is it just me, or is the whole cowboy and wild west theme less attractive. I realize the comments on this thread is lesser then my others. I wouldn't usually mind, but I'm hoping to take buyers into consideration too. What do you guys think?

44
Pixel Art / Re: Resonance
« on: May 22, 2009, 02:22:13 pm »

I ain't much of an animator, so I might be wrong. But this frame looks like he straighten his leg too much, it looks kinda unnatural.

45
Pixel Art / Re: Resonance
« on: May 22, 2009, 02:51:41 am »
Yea, I agrees with Tuna Unleashed. The ratio of the body and legs are like 1:1. My usually my preferred structure.
As for the walk cycle, it seems the body leans too much to the front.

46
Pixel Art / (WIP) Wild West Shooter
« on: May 21, 2009, 08:10:11 am »
edit: added bigger version of the main character
I know I'm suppose to be working on Vertical Adventure, but I had a vision of this simple shooter game, I can't stop myself from not making a mock up screen shot.
Anyway, I was playing Wild Guns on my snes emulator, so I thought I did do something similar. I ended up coming with the idea of a cross between the 3rd person shooter and Space Invader. Enemies will appear on screen around the top portion, and the player can shoot or take cover behind the "sand bag". If the sand bag got hit too many times, it disappear.

Well... at least that's the idea so far. I'm thinking how the gameplay can be more interesting while not increasing the work load too much. If it's possible, I hope to make this more then just a mock up  ;)

Here's the artwork.
     
It's incomplete at the moment, hence the character is standing in his still position, and there seems to be many error all around. There's also alot of empty area that I want to fill up with.

Added: character design sketch

Giant pistols on his back :)

47
Thanks Arne and robotacon.

Like robotacon mentioned, I suspect my animation will suffer the same fate, though I can't be totally sure for now. When I start working on it again, I will probably want to come up with another set of climb animation. Hopefully faster and more agility.
As for my monitor calibration, Arne is right too. I checked the difference between 0,0,0 and 10,10,10, and I could tell the different until I zoom things up to 3200%  :'(

Everything is still a mock at the moment. So I will see how I can implement the C&C when I start again. Thanks again guys : )

48
Pixel Art / Re: 1-Bit...
« on: May 17, 2009, 08:51:22 pm »
I've been following the thread because I find it amazing how 1 bit games can look so nice
But just to nitpick a little, I see from the video link that the UFO beam got cut off at the very end. I thought that looks a little faulty. Other then that, can't wait to see the full game : )

49
I believe Jad was talking about the artwork from Tigsource artist like Annabelle Kennedy and insignificant studio. You can find the artwork here http://attractmo.de/blog/annabelle-kennedy/ and http://www.insignificantstudios.com/
In this sense, then I guess some can see the similarity since I was referencing Annabelle Kennedy painting at a point.

As for Phil Fish, I thought his style looks slightly different :).

btw, the thread got revived because I finally started working on this again. The very 1st animation (guy climbing) is the one. Its a very small update, so if it's a bad idea, let me know, and I will update future animation in a new thread.

50
Haha, I didn't realize there's a specific Tigsource style, but now that you mentioned... yea, there's definitely a trend there. I have been in tigsource for a while (by the name , rayteoactive), so yea, I probably got influence unconsciously. And I'm also a fan of Annabelle Kennedy's artwork.

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