AuthorTopic: [C+C][WIP] THRASH: Orange vs. Blue  (Read 8096 times)

Offline Voxxitronic

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[C+C][WIP] THRASH: Orange vs. Blue

on: July 19, 2013, 06:03:07 pm
Old:
I made a small WIP mockup of a color-based team warfare platformer called THRASH.



Todo:
Objective, sprites for those
Larger dimensions

4-color palettes are fun!   :)

Current:









« Last Edit: July 23, 2013, 11:13:03 pm by Voxxitronic »

Offline Yngar

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Re: [C+C][WIP] Color-based team warfare platformer

Reply #1 on: July 19, 2013, 06:39:29 pm
I guess you could say you see the world strictly through your character's eyes, and arbitrarily view anyone not your team color as the opposite of you and your enemy.
I have no idea what that means, but it looks good.
Its a little difficult to tell what is a platform and what isn't, but that might be more clear with the level design.
I think the blue palette is a little more muted than the red, it doesn't pop quite as much. Maybe increase the color range a little bit.
A quick edit I did                            And the original

I think throwing a little green in the background on the blue one make the player and foreground look a lot more crisp.
I also messed with some hues and saturation on both.

I really like the design of the character btw :y:

Offline Voxxitronic

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Re: [C+C][WIP] Color-based team warfare platformer

Reply #2 on: July 19, 2013, 08:34:18 pm
Thanks for the crit! I agree, blue was a bit duller. I changed the palette a tiny bit, added a spawn thing with a base, and added a point to capture. Hopefully this shows a better idea about how some of the blocks work.

Offline Yngar

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Re: [C+C][WIP] THRASH: 4-color orange vs. blue platformer

Reply #3 on: July 19, 2013, 08:53:20 pm
Wow the tiles look a lot better laid out like that.
The colors are better but they still look a little dull.

This may be against the spirit of what you are trying to do here, but have you tried doing this?

In my opinion it immediately makes the left side beautiful, the right side not as much but its not as "foggy" looking as before.

Offline Mr. Fahrenheit

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #4 on: July 19, 2013, 09:24:16 pm
I think the color switch made each side look a lot nicer and made everything a lot more readable.

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #5 on: July 20, 2013, 12:06:35 am
I love it, but I will have to think about it.

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #6 on: July 20, 2013, 02:22:54 pm
Small update, new character sprite, more how I want the game to look.

Offline Yngar

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #7 on: July 20, 2013, 04:34:53 pm
Ah I see what you are doing with the color now.

A few crits.

The guy on the rail looks a lot smaller than the rest, it might be better when animated but right now it looks like he is in the background. Also those sparks are barely visible with that palette.

Is the guy in the front flipping off the blue guy? I cant really tell what gesture that is, or if that's supposed to be a weapon. If he is flipping him off then the arm looks good, I might have him standing on one foot or something to show that its just a taunt animation.

Lastly, the O for the orange team doesn't really read as the letter O when its on its own like that. At first I thought the O was just a disc floating over that platform. I think an R for red would be a lot more recognizable.

Offline Fickludd

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #8 on: July 20, 2013, 08:12:43 pm
This is pretty neat, nice idea and pretty sweet pixeling (I love low pixel stuff =))

Did a small edit here on the blue side:
- If the glass cylinder room should be walkable it needs a lighter bg for the sprites to read
- Made a megaman-esque door
- a trashed bg-grid can add some nice grit if you want that sort of thing

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #9 on: July 21, 2013, 03:50:04 pm
Proper spawnroom, better control points, grind rails, new doors, and jump/gravity pads.

Offline Mr. Fahrenheit

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #10 on: July 21, 2013, 04:24:52 pm
Have you tested to see how well your sprites read against the background? It looks very busy.

Offline PypeBros

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #11 on: July 21, 2013, 08:43:50 pm
you packed nice details in those 8x8 tiles, but imho, it would be easier for the eye to sustain those pictures if you were using less saturated tones.

Alternatively, you could use the tinted tiles only on specific elements

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #12 on: July 23, 2013, 01:42:27 am
Your post never went unread, Fahrenheit. I just never got a chance to do it until this post. Like the spawning tube in the control room, the characters will have an outline at all times. I also changed the palette taking PypeBros's suggestion into account, and I agree. Added a new roboknight sprite that is much easier to look at and to recreate. Organized and updated the little library at the top.

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #13 on: July 23, 2013, 06:33:28 pm
Small update. Jump and boost.



Now with effects:



CC appreciated. Subject to change.
« Last Edit: July 23, 2013, 07:42:59 pm by Voxxitronic »

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #14 on: July 23, 2013, 09:25:42 pm
I will certainly merge these posts, but I'm not sure if anyone would actually check a thread for more progress if it had the same post count.



Punchies.



Walkies.

CC greatly appreciated on both of these.

Offline Yngar

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #15 on: July 24, 2013, 02:16:09 am
Speaking as a game designer, the punch animation doesn't reach very far and has a lot of leadup to the hit. If this were used as is it would be very difficult to hit an opponent because they would have to be almost touching you, and they would have a decent amount of time to get away. I would recommend having a quick start to the punch, and a longer recovery. Maybe you could even incorporate a short forward dash with the punch to extend the range.
That is all strictly game design concerns, it may not be what looks best.

I like the walk style, I think it fits well with the retro aesthetic you are working with.

If I were the designer on the game I would probably want to tweak the speed of the walk and boost animations, but its a pretty trivial thing to change so I don't think its really an issue here.
« Last Edit: July 24, 2013, 02:18:11 am by Yngar »

Offline Voxxitronic

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #16 on: July 24, 2013, 05:32:48 am


Oh yeah, mighty morphin' motherfuckers.

I need to go to sleep.

Offline Yngar

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Re: [C+C][WIP] THRASH: Orange vs. Blue

Reply #17 on: July 24, 2013, 02:38:45 pm
Now that looks a lot better. Awesome stuff  :y: