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Pixel Art / Re: [wip] the ruins of Paris
« on: June 08, 2010, 08:30:53 pm »
Hmm... That actually helped a great deal.
I also added a shadow under it to make it look less like a separate object floating in front of the wall (I mean, it IS, but I dun want it looking like that,) and moved the bars to the furthest on either side in a tiny bit to give a slight illusion of depth. Thankee Tourist, that was driving me a little batty.
I think next up is to finish the tileset for ruined buildings, and maybe make some rubble tiles that can hang out on the ground....
Also probably fix up the shading on the enemys (down below in this screen) to make it less pillow-ey, and add in some more (I have concept art doodled up for 2 other enemy's and a partially spited boss, but I have been in tile overload...)
That, and start working on a game engine based loop sequencer, sense I finally managed to get flash to play nice with mp3 loops.
I also added a shadow under it to make it look less like a separate object floating in front of the wall (I mean, it IS, but I dun want it looking like that,) and moved the bars to the furthest on either side in a tiny bit to give a slight illusion of depth. Thankee Tourist, that was driving me a little batty.
I think next up is to finish the tileset for ruined buildings, and maybe make some rubble tiles that can hang out on the ground....
Also probably fix up the shading on the enemys (down below in this screen) to make it less pillow-ey, and add in some more (I have concept art doodled up for 2 other enemy's and a partially spited boss, but I have been in tile overload...)
That, and start working on a game engine based loop sequencer, sense I finally managed to get flash to play nice with mp3 loops.