AuthorTopic: STEALER - cyberpunk puzzle-platformer  (Read 32288 times)

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #10 on: May 31, 2012, 10:23:12 am
so, this is it, screenshot of Norton Commander latest (21st Feb 2028 year) build release
some awesome features included like spacebook plugin or implants viewer



lol
actually it's just in-game menu, something like shell for terminal, wip

Offline PypeBros

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Re: Official "STEALER" thread starts here!

Reply #11 on: May 31, 2012, 10:59:18 am
so, this is it, screenshot of Norton Commander latest (21st Feb 2028 year) build release
some awesome features included like spacebook plugin or implants viewer

Awesome. I need to build a mock-up level for Biokid based on that ^_^

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #12 on: May 31, 2012, 06:08:43 pm
Awesome. I need to build a mock-up level for Biokid based on that ^_^

we could make Biokid+Megaman+Stealer cross-over  :lol:

Offline coffee

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Re: Official "STEALER" thread starts here!

Reply #13 on: May 31, 2012, 09:28:42 pm
Just wanted to pop in and tell you that this is really, really nice!

Going to follow this for sure! Very nice job with the details, like I said, simple but very readable!

GL with this :)

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #14 on: June 01, 2012, 04:25:26 pm
coffee ^__^

Offline winged doom

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Re: Official "STEALER" thread starts here!

Reply #15 on: June 06, 2012, 06:53:49 pm


Offline winged doom

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Re: STEALER / please help with walk animation

Reply #16 on: June 06, 2012, 07:05:02 pm
well, this robot is lame:



and i have no idea what i'm doing wrong   :mean:
« Last Edit: June 06, 2012, 07:17:42 pm by winged doom »

Offline Corinthian Baby

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Re: STEALER / please help with walk animation

Reply #17 on: June 06, 2012, 07:50:59 pm
The hud looks cool but I can't imagine it being functional. The 45 degree angle makes it harder to look at than say straight on perspective would. Additionally, the interior window elements aren't as bright as the border, so our eyes are more drawn to look outward, than inside. Maybe you can explain what the numbers are pointing to?

This game has a lot of style. It's very rich graphically. But with form you must balance function, which I think is the main issue hindering this project. For example, earlier parts of the thread dealt with the amount of detail vs. how much is used in game, and for the player which parts were accessible. I think if you focus on this, and nail function first, the fancy details can be layered on top of that for a truly unique experience.

Offline PixelPiledriver

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Re: STEALER / please help with walk animation

Reply #18 on: June 07, 2012, 12:06:05 am
At this size its not too much work to double the number of frames and animate the other step.
It will also give you more time to play around with other parts of the animation.

A small follow through prop could give him some more change.
It's up to you what that might be.
An antenna on a robot is "generic", but I tend to like that sort of thing.



Try wrapping a double loop inside of a single loop (or stick a single loop onto a double loop if you want to think of it the other way around).
His feet take 2 steps. (double loop, sort of)
His body goes up and down twice. (double loop)
But the antenna only sways back and forth once. (single loop)

The eye glow could be more exaggerated.
Probly even more so than I've done here.


Here the eye glow is a double loop.
But it could also be a single.

Try stuff and make it fun!
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline Zizka

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Re: STEALER / please help with walk animation

Reply #19 on: June 07, 2012, 01:39:21 am


Haha! This is awesome! Well done PixelPiledriver! (sorry, I just had to say this).