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Messages - Bacrylic
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41
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: September 08, 2017, 02:28:32 am »
@G01dmaster

Thank you for the feedback. This is the kind of stuff I like to hear back on. Still working on it so I don't have new stuff to show yet, but I'll address your notes as a collective because there are some things I didn't mention prior that may explain some things you'd mentioned. But aside from those you've brought up some good points.

We probably won't have multiple ground combos. No particular reason for this, just that we intend to have multiple weapons to change from. I'll probably do a descending from air attack, but not an ascending one. One of the games I've been looking at for inspiration is Momodora, which has a three hit combo and it works for all reasons and purposes.

The combos were recordings from me actually holding a wooden sword I'd got at a flea market, it was just a placeholder.

For gameplay I intend Alex to acutally be holding a book in his hand when the sword is equipped. Unless you actually press the attack button the book won't turn into a sword, which is why I'm leaning towards the lunge first attack. It presents a great way to show the sword folding out of the book for an extended reach in one move. After you lunge the sword will remain out, but has a cooldown time for it to retract that refreshes everytime you attack. This is also an unintentional call out to another game I'm working for called Attack On Kitten.

Slash or Stabby, the sword's concept is actually thinner in a way that it could be used either or. If I can still show the origami folding out with a thinner version I will make it thinner. Making it extend might be a later add if we go with it.   

Aside from using the lunge as the first hit, I could follow up with any 3 hit combo. I personally also like ending with the jump slash, and don't worry. I'd exaggerate that to look better if I go with that one.

Thanks again. Oh and also for version 3, I did those recordings in gravel while wearing flipflops, so my footing was definitely off.  ;) ;)




42
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: September 07, 2017, 07:39:58 am »
Hello everyone.

I forgot to post here first, since I've just been in the devlogs.

I am Bacrylic, cofounder and art director of Squaretale.
I intend to do a lot of different projects, but I'm here because of our first game endeavor is a pixel game.
Someone in the game developer's association recommended coming here for advice.

43
Pixel Art / Re: Little animation
« on: September 01, 2017, 07:21:07 pm »
I think it might look better if his hand is closed before going into his pocket.

44
It's cool that your up for the challenge of different points of views for your gameplay, but which one are you going for? You state it like you'd change it based on what the artist can do.

45
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 31, 2017, 05:40:31 am »
Can I get some feedback?

The background is cause I'm sure I missed some hidden pixels in some frames that'll make things look gritty otherwise. I'll get them later, but I'm more concerned about how the animation reads. If its too choppy, too fast, needs more frames and the like.



I have another roll without the leap that puts Alex hitting the ground right away, but I feel like this one has more character to it.



Not sure how I feel about this one. I did a previous jump that felt too bouncy, so I checked some game references, and for one I noticed that they didn't have a bend frame prior to being airborn. It just cuts right to being in the air, followed by a decending frame, pretty much just two by the looks of it. The reference looked good but for mine I kept some extra frames. There is a bend, an extend, an ascending, a top of the arc, a descending, and a bending land frame. Maybe its the timing for this one thats bothering me, idk.



Here is the fixed jog. It's 12 frames in total, but I'm not sure if I should add more or not. I feel iffy about the timing on this one as well. Also the bag might be bouncing a little too high... :-\




46
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 27, 2017, 03:13:46 am »
No, unless the story you enter refences them you might not see floating platforms. Though some form of platforms will be necessary to have elevated.

Thats an interesting take on it. I may do something similar if not that exactly.

For the other worlds that will be infected or altered I'm up for magical placed platforms of the sort and influence, but pertaining to the story, this one is a small section and is untouched.

47
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 27, 2017, 01:11:18 am »
All levels. Those examples are exactly what I want to input. Though I want to change it up with elements that match the book that the world is in. This book level is actually intended to be in the story of King Arthur. I'm not familiar with any iconic elements that were present in this setting of the book, but I'd like to tribute to those kinds of things as throwbacks to the original stories.

I agree with you there. I'm trying to find that sweet spot inbetween. Here was my first go at it, and althought I was liking it, I don't like how it feels so flat.

48
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 27, 2017, 12:30:54 am »
Oh and for the sneak-idy peaks, I'll show a bonus image for the level I'm working on making for the demo. The modern scene is taking a break. It was intended for the trailer and I'm not quite there with it. My partner wants to push for something playable. Here's an attempt on the in-game conceptual appearance.



Although this will be a sidescroller, its not necessarily a platformer, but for combat reasons I need to find a way to design platforms that don't look like floating or tileset placed platforms. I want them to blend in with the environment and feel natural. Any advice on how to achieve this? If so, please share. I have some thoughts on it myself, but putting it into visuals is difficult.
 

49
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 27, 2017, 12:08:25 am »
Ok so I did a little work on the jump and jog animation, but I'm not sure if I'm satisfied with it, the motion I mean. The cleanup is to come but I don't feel like they match with the style of the sprint. A goal of mine is for the animation to have a lot of character in it.


I edited the jog down to 8 frames instead of 10, but then back up to 12. I thought the first try was a bit choppy and wanted to speed things up a bit. It didn't look right with a faster speed, so I added the extra frames to try and smooth out the animation. Not sure where to make changes yet, but will be adding hair bouncing.



Similar style issue with the jump. Its a little too bouncy/cartoony for me, and I know I want an exaggerated second jump so I'm not sure if the first jump should be something basic looking.

50
Pixel Art / Re: Robot Girl
« on: August 25, 2017, 02:51:09 am »
Can't think of too many solutions if you're sticking with 4 frames. I would move the upper or lower torso horizontally a couple pixels. Maybe even just one. I like to show leans forward or back in a walk to show weight, but it might not work well with just 4 frames.

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