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Messages - falcon167
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Devlogs & Projects / Re: Slime:Evo devlog
« on: August 25, 2018, 08:55:10 pm »

New vid for your viewing pleasure

Now, I hope everyone enjoys the first slime evolutions in practice as well as the new rain.

Devlogs & Projects / Re: Slime:Evo devlog
« on: August 13, 2018, 07:58:09 pm »

Here's an image of the room with added light and filters.

Honestly Atnas, and Eishiya too, I wasn't really able to follow your advise due to my inability. However, I've recently got a guy who understands these things a lot better then me, and now I can get into this contrast with him. Thanks for the advice!

Devlogs & Projects / Re: Slime:Evo devlog
« on: August 07, 2018, 07:29:26 pm »

Here's the finished lich fight!

Devlogs & Projects / Re: Slime:Evo devlog
« on: August 06, 2018, 12:22:00 am »

While I know some of you are waiting for a game update, I'm pleased to say it'll be out next week. In the meantime, enjoy some video game music!

Devlogs & Projects / Re: Slime:Evo devlog
« on: June 23, 2018, 02:00:52 pm »
While I'm not quite a fan of the color, reminds me of The Messenger, the contrast difference is quite striking, so that is definitely something I'll have done in the final. Demo for Kickstarter, maybe.

The green and gold on the vines and furniture is also something that looks better, though likely because of the blue huh? I'll figure something out.

Window, ignore for now. It's a placeholder for a real window eventually with moving background.

About the high color count, I'll have a talk, but I didn't see anything wrong with the original stuff.

I really appreciate the feedback

Devlogs & Projects / Re: Slime:Evo devlog
« on: June 20, 2018, 12:13:47 am »

Devlogs & Projects / Re: Slime:Evo devlog
« on: June 06, 2018, 02:11:45 am »

Well, I'll do my best, but honestly someone else made this. Best I can do is take a screenshot; but let's see if this works.

this work?

Devlogs & Projects / Re: Slime:Evo devlog
« on: June 05, 2018, 01:55:42 pm »
Ahem, "Ah hero of candor, I've been expecting you"

Putting aside the sample pics aside from just being samples made without consideration,
I'm curious to understand what you see as a better form. You say dull, but since I'm going for an undead, falling apart castle, is dull not a good word to use?

I admit I'm not a color person when it comes to art, so what do you mean by low contrast and cool colors?
Appreciate the feedback

Devlogs & Projects / Re: Slime:Evo devlog
« on: June 04, 2018, 11:54:46 pm »
Vid Update

Music update

Alright guys, it's time for another devlog update. As you can see above, The entrance into the undead area has been completed for the alpha. You can see the sleeping boss, the undead town, which has the best parralax effect so far, and the sewers leading into the castle.
Now, something not in the video that I've done is create the proper torches like so

In game, it possess the same lighting effect as the slime mc. In the future, I'd like to get the light effect moving with the flame, as well as a slight hazy effect just above it.

Here are a few more rooms from the castle:

Finally, here is some concept art for the other elemental slime evolutions:

As the project moves ahead, I find myself entering the level design and more advanced programming issues. Still, art wise, the project is ahead of schedule for a Kickstarter release. Hope you guys are enjoying this too.

Devlogs & Projects / Re: Slime:Evo devlog
« on: May 16, 2018, 12:10:04 am »
Hey guys, Falcon here.

Alright, we've got some new art work for areas and new concept art too.

So, ingame, there won't be any cutscenes of dialogue. Rather, there will be comic panel style cutscenes that tell the story through images.
Here's the first one for instance, for the opening game. Not final mind you, but certainly good for the demo.

So, here's also some musci for the twinkling caves part of the game. Let me know what you think.

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