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Messages - Vermolius
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1

Tried my hand at an edit. Mostly playing around.
  • Pronounced his muscles.
  • Gave him squinty eyes.
  • Changed the size of his hands
  • Tried to clear up some of the blur on his right hand but failed.
  • Put the handle of the hammer through his hand instead of 'behind' it.
  • Gave him knees.
  • Toyed with the notion of casting a yellow light around but only got so far as to cast it onto the hammer
  • Other things I don't remember...
;D

2
Pixel Art / Re: Red-Haired Character Critique
« on: October 09, 2013, 01:51:58 pm »
Looks to be leaning against a wall rather than standing.

3
Pixel Art / Re: Can you tell who this is?
« on: September 28, 2013, 05:41:49 am »
Riddick?

If so, you should probably have the goggles off his eyes. He wears them to blot out light, not to help him see in the darkness. On that note, he tends to have eyes that glow in the dark. Maybe you can use that to make him more easily recognizable.

4
Pixel Art Feature Chest / Re: Sir Gregory
« on: September 25, 2013, 01:28:15 am »
This is awesome, but I feel like the angle of his torso doesn't agree with the angle of his hips and legs. I think the problem resides in where his right hip is versus the entire right side of his torso within the context of his chest and arms. His right side is just bulging for some unexplained reason!

Here's an amateur edit:


I'm an anatomy noob at best, but that side is really bothering me.

5
Devlogs & Projects / Re: Kickstarter thread!
« on: June 07, 2013, 05:03:37 pm »

Cowfrog Studios has been working on our first independent project, Alacrity Mission. We have recently launched our online networking platforms such as Facebook, our own website, and a campaign on Kickstarter.  Now is the time to see what people think about our project and where it is going.  It will also help us to determine how much interest there is in our game.  As an independent developer we are only just beginning to develop our base of fans and supporters. Read and have a look. If you want to know more feel free to message and ask questions. We WILL respond. Also, if you want to know more immediately feel free to follow the links in our signature box to see our website, like and share our facebook, or even check out our Kickstarter.

Some bullet points about our game.
  • Science Fiction Survival Setting with light Horror Elements.
  • Twenty unique playable characters, each with their own distinct action skills, strengths, and weaknesses, allowing for diverse puzzle solving and party composition strategy.
  • Permanent death of crew members immerses the player in the tension of narrowing options.
  • Limited Resources against overwhelming odds creates tension and forces the player to plan out their actions. Button mashing and careless choices will result in death.
  • A world stuffed full of secret items, hidden pathways, and lurking enemies delivered in a Metroidvania inspired collectible power-up system.
  • Strategy intensive turn-based battles with quick time events that involve the player in an active role during rounds.
  • Players are rewarded for playing to the bloody end with dozens of fully developed endings centered around how much they accomplished and who, if anyone, survives.
  • Fully involved new game+ allows players to reattempt the journey carrying over their previously discovered components.
  • High Difficulty to define the survival setting and reward players with a sense of satisfying accomplishment for their determination.


MORE CLARITY: Some of the key factors of interest about our game are the turn-based battle system which will use quick time events to increase combat effectiveness and the 20 playable characters who each have their own action skill/tool which can be used in a Zelda-esque manner on the map. Plenty of puzzles and deliberately designed areas will create a horror survival scenario with a high difficulty that is dealt with in a Metroidvania style search for hidden components which will power up your team members.


PURPOSE:
We are working to accomplish two things. First, to get the word out about the game and start getting some feedback and interest drummed up. Second, we are seeking additional funding through Kickstarter which will increase our rate of production by allowing us to stop spending so much time on fundraising. If you guys are interested at all please respond. We can post some more info to follow and we will respond to messages. If you want to know more right away, you can find plenty of information on our website, facebook, and kickstarter. We will be posting regular updates on the Facebook and we really appreciate any feedback, promotional efforts by spreading the word, and if you feel up to backing us on Kickstarter we really appreciate that as well. Thanks for your time and we hope to hear from you.

Cowfrog Studios

Kickstarterhttp://www.kickstarter.com/projects/cowfrog-studios/alacrity-mission

Facebookhttps://www.facebook.com/pages/Cowfrog-Studios/472923942793627

Websitehttp://www.cowfrog-studios.com

6
The setting:  Independent video game production underway. Science fiction setting involves a population of enlarged and mutated insects. More details will be made available to applicants approached for negotiation.

Needed: 
10  32x32 pixel Unique Icons in the style of SNES item screens and/or power ups.
(Opportunity to expand this list is a possibility.)

Itemized list:  (Science Fiction setting and style on icons is required.)
Energy Cell
Ammo Clip
Vial with fluid
Syringe
Carapace/Shell
Mosquito proboscis
Antennae
Insect Spikes
Resin
Grasshopper/Cricket Leg Fragment

Reference Links for understanding of desired icon setup:
http://www.rpgfan.com/reviews/zelda3/zelda3-2.gif

http://www.thevintagegamers.com/wp-content/uploads/2013/02/Lagoon2.png

http://images3.wikia.nocookie.net/__cb20110622191235/alundra/images/8/84/Complete_inventory.png

Quality:
Professional level work is preferred, amateurs may be considered.
Professional interaction is a must.

Time Constraints:
All work must be completed including any revisions by the 15th of April.
Regular updates and correspondence will be required during production.

Payment:
Payment is negotiable, and expected to be held at industry standards.
Bulk sum or hourly rates are acceptable.

Applicants should:
Be able to look at concept art and reference pictures and create representative pixel art.
Be able to provide quality work within a concise time frame.
Be capable and willing to communicate during the process at regular scheduled intervals.
Understand that revisions are a natural part of the process and consider them as part of the time for completion.
Have a list of viewable artwork, worthy of inspection and review available.
Take this job seriously and understand that they are seeking a contract for paid work.

Reply with:
Contact information
An estimate of your price for the work.
List your preferred payment method (hourly, piece work, bulk sum, etc.)
Define how quickly you predict you could complete the task.
Some examples of your work and ability.

7
Pixel Art / Re: ok, this has never been tried before.
« on: June 02, 2012, 03:41:15 am »
Something I'd like to point out is that trained fighters tend not to throw themselves off balance. That said the sprite's left hand is being thrown down and back as he kicks. I would venture to guess that you got up and actually performed the kick yourself a few times, and furthermore that you have no kick training. Not a problem but it might help you make more believable or realistic sprites if you watched some trained fighters. If this guy is supposed to be a street fighter or untrained then sure, let him fight sloppy, otherwise you can find many videos on youtube to help you with 'proper' technique.

Back leg snap kick: http://www.youtube.com/watch?v=PK6h7Bih9AI

I was trained to land forward after snap kicks. As in, leg comes up, followed by the kick, then the kicking leg is placed forward. Otherwise, you're fighting your own momentum. That, and to never bend down into your kick because you'll wind up bashing yourself in the face with your knee, believe it or not. This guy's form is good but he does a few silly things--mentioned above.

Researching will help you find your key frames.

8
Pixel Art / Re: Horned
« on: April 10, 2012, 05:41:33 am »
The head appears a little off to me. Misaligned towards the left side of the body to my eyes.

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Pixel Art / Re: Frog monster boss halp
« on: October 16, 2010, 11:45:01 pm »
You say frog, I think platypus. I think it's the dark lips and how they paunch out a tad that makes me think duck bill. Not really sure though. Anyone else seeing more of a duck than a frog here?

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Pixel Art / Re: C&C on some work I've been doing [GAME]
« on: October 14, 2010, 12:46:13 pm »
I have a few issues with Moket's edit, the underground vines have no readability anymore; they're just a green glob now, and the background for the underground makes me think that it's water--almost. Otherwise the new contrast makes most things pop, which is good. The new grass makes the whole scene more lively as well.

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