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Messages - Doppleganger
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Hey guys, I'm working on an rpg named Shadows of Adam. The art style is meant to be reminiscent of classic snes rpgs while also embracing modern day aesthetics and the evolution of pixel art. I will use this thread to track my progress throughout the project and to post WIPs of things I'm currently working on related to this game.

Cyangmou has worked with us producing our tile sets and establishing the 32 color palette. I've worked on most of the remaining assets. Recently Dragon Emperor (-DE-) has joined the team and will be assisting with background and animations primarily. Below are a number of shots from the game. Feedback is appreciated!

Screen Shots (tiles by Cyangmou, sprites by me)

Battle Backgrounds (first bg done by me, the rest are done by Dragon Emperor)

If you are interested in keeping up to date on the game, follow our devblog or you can follow us on twitter or facebook:
Something Classic on Facebook

Archived Activities / Re: Secret Santa 2014
« on: January 05, 2015, 06:35:21 pm »
Thanks a bunch MashPotato. That is superbly awesome, and exactly the kind of present I was hoping to receive.

Some supreme entries this year! I mean there seem to be every year, but I'm always blown away by the caliber of what comes out.

Archived Activities / Re: Secret Santa 2014 Sign-Up
« on: November 17, 2014, 07:16:17 pm »
sign me up!

-interesting colors
-enchanted fairy lookin' stuff
-art with a story to tell

Pixel Art / Re: Level Design - Question
« on: September 19, 2014, 09:56:15 pm »
In my experience as a game designer, and from what I understand from some of the more accomplished game designers, is that level design has its foundation in game play. That is, core mechanics of the game are determined first, such as walking, running, jumping, climbing, wall jumping, etc... and they are perfected in a sandbox environment. Usually a game's mechanics are based on accepted norms within the genre, and then will have one novel concept that differentiates it from every other game in that genre. A platformer where you always have the ability to fly (owlboy), luigi's ghost vaccuum in a standard mario 64 environment, a puzzle game where you level up characters (puzzle quest). Anyway, once all of that is decided on, built, tested, and perfected, you can start on level design.

Level design should direct players in such a way that they experience the full gamut of gameplay you've created with your controls/mechanics. It should offer situations that are fun, like wall jumping up an enemy free chasm. It should also offer challenges that require players to master the mechanics of the game, such as wall jumping up a chasm that is rapidly filling with lava while dodging falling rocks from above. One important thing to avoid when designing levels are areas of frustration. If the controls for wall jumping are unresponsive, too touchy or limiting, a player may find themselves hating the game when they've died for the fiftieth time from a falling boulder because the arc of their jump always seems to put them straight into danger. To fix problems like that the controls need to be polished, or that part of the level needs to be remade to work within the parameters of the game. One more thing to consider when designing levels is that the level is clearly laid out for the player. Even if there are puzzles or mazes to solve, a level needs to be designed in such a way that a player knows that there is a puzzle to solve even if the solution isn't apparent. For mazes, it could be suggested that individual parts of it should be unique from each other in order to provide reference points for the player. Ghost houses from Super Mario World are a perfect example of this last point. The player goes through an endless loop of the same part of the house until they learn to take the correct path, when they finally take the right path it is immediately clear that they did. Expanding on this concept, and wrapping things up, is the concept of rewards or rewarding moments in your level design. Good level design should recognize a player's accomplishments and reward them accordingly. Just getting out of the ghost house is rewarding enough, but when you find the secret exit to the level it would reward you with the elusive 3-up moon. When it comes down to it, all level design is is a way for a player to fully experience the game that you've created in the most enjoyable way possible. It should throw them into the world, teach the basics, build them up in skill and confidence by giving them ever increasing challenges, provide them opportunities to feel smart about what they've learned, and reward them every step of the way.

Don't have too much to add personally, but a friend and old coworker of mine recently reviewed the cintiq companion she purchased. It touches on some of the optional features, and how portable it really is.

Archived Activities / Re: Secret Santa 2012
« on: January 04, 2013, 06:59:45 pm »
Thanks so much, Cure! That is a most awesome gift!

Archived Activities / Re: Secret Santa 2012 - Sign Up Thread
« on: November 19, 2012, 09:01:44 pm »
sign me up

-magical scenes
-representation of one or all of the four seasons

General Discussion / Re: Official Off-Topic Thread
« on: May 30, 2012, 12:09:28 am »
Does anyone know/remember how to remove the automatic anti-aliasing that firefox does when zooming in on an image? I used to have something that addressed it, but for whatever reason that's gone and now I'm at a loss. Any help would be appreciated.

Archived Activities / Re: Secret Santa 2011
« on: December 25, 2011, 05:58:49 pm »
Thanks very much for my present, batzy!

Excellent presents all around, it's always amazing to see so much quality pixel art in one spot on one day!

Archived Activities / Re: Secret Santa 2011 - Signup Thread
« on: November 11, 2011, 07:22:32 pm »
I'm in. I haven't pixeled in over a year, but this is as good an opportunity as ever.

~magical things, all four seasons, octopuses, nature, fanciful ninjas

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