AuthorTopic: STEALER - cyberpunk puzzle-platformer  (Read 32292 times)

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: STEALER / please help with walk animation

Reply #20 on: June 07, 2012, 05:37:01 am
Corinthian Baby, thank you so much for your detailed critique and useful comments! it helped
i should work on function, but not sure that i understand this part of your message:

Quote from:  link=topic=13054.msg132073#msg132073 date=1339012259
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.

about numbers - maybe later, my english is too bad to quickly translate all this stuff, now i'm too busy for this, sorry

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: STEALER / please help with walk animation

Reply #21 on: June 07, 2012, 05:37:35 am
thank you, PixelPiledriver   :y: your edit is awesome!
and yes, today i've learned something new, thank you again ^_^

about eyes glow - i already use it than robot is turn around

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: STEALER - cyberpunk puzzle-platformer

Reply #22 on: August 09, 2012, 01:39:35 pm
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):



And converted:



I use 12 colors from NTSC Palette with RGB Emphasized

Didn't use palettes before (to save my time), this is my first experience.  As a result, my work has always been a lot of colors. And i envied  people who can use minimum.  :lol:

This is not a painted picture, i compile it in Tiled editor. Here's an tileset:



« Last Edit: August 09, 2012, 01:46:23 pm by winged doom »

Offline API-Beast

  • 0010
  • *
  • Posts: 291
  • Karma: +0/-0
    • beast_pixels
    • http://pixeljoint.com/p/35725.htm
    • View Profile

Re: STEALER - cyberpunk puzzle-platformer

Reply #23 on: August 10, 2012, 09:57:14 am
May I ask how much experience you have in graphics design/game design/pixel art?

Everything you do looks so perfect  :'(

Offline Grimsane

  • 0010
  • *
  • Posts: 423
  • Karma: +2/-0
    • View Profile

Re: STEALER - cyberpunk puzzle-platformer

Reply #24 on: August 10, 2012, 04:46:12 pm
I really dig the art style of the project and checked some of it on TIG, I prefer the previous colour scheme, and that high contrast amiga-esque version you did looked cool, but pink?  :'( can't say I approve of the new colour scheme  :blind: and it doesn't scream NES to me personally either. experimenting with NES style is worthwhile but I personally don't think that pink works

and Tiled is awesomeness  ;D integrating it into my current project, btw are you using tile IDs of those NPC & player graphic tiles as in engine markers for spawning? or just temp tiles for your mockup and level planning?

Offline wurfle

  • 0001
  • *
  • Posts: 15
  • Karma: +0/-0
    • View Profile

Re: STEALER - cyberpunk puzzle-platformer

Reply #25 on: August 10, 2012, 06:15:45 pm
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):

Please do not do this.
Everything you did before was absolutely perfect - the colors, the theme, the detailing, everything.
I especially love the 2d graphics on the side as well as the GUI/map thing, they simply scream cyberpunk.
« Last Edit: August 10, 2012, 06:19:08 pm by wurfle »

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: STEALER - cyberpunk puzzle-platformer

Reply #26 on: August 16, 2012, 06:41:50 pm
May I ask how much experience you have in graphics design/game design/pixel art?

Everything you do looks so perfect  :'(

Design - 3-4 years
Game design - year maybe? not sure because i'm noob
Pixel art -  one + half year

Perfect? Loooooooooooooool

 :lol:

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: STEALER - cyberpunk puzzle-platformer

Reply #27 on: August 16, 2012, 06:44:08 pm
integrating it into my current project

lolwutt?  :hehe:

or just temp tiles for your mockup and level planning?

this

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: STEALER - cyberpunk puzzle-platformer

Reply #28 on: August 16, 2012, 06:45:09 pm
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):

Please do not do this.
Everything you did before was absolutely perfect - the colors, the theme, the detailing, everything.
I especially love the 2d graphics on the side as well as the GUI/map thing, they simply scream cyberpunk.

What can I say, it's just an experiment :3 I'll try again and again  ;)

Offline Grimsane

  • 0010
  • *
  • Posts: 423
  • Karma: +2/-0
    • View Profile

Re: STEALER - cyberpunk puzzle-platformer

Reply #29 on: August 17, 2012, 12:54:44 am
3 posts? dude 1 long post would've been fine  :blind:

and I meant I am integrating Tiled map editor into the workflow of my current 2D project, how are you approaching collisions? separate collision mask? collision values for tiles or polygon collision boxes? or what. Because the polygon tool especially in conjunction with the grid snapping in Tiled is one of the most efficient and fast ways to work with collisions, and the .tmx format and data is reasonably easy/straightforward. are you doing the programming yourself or working with a programmer?

and when do you think you'll have something playable available?