AuthorTopic: Lost Fortress gallery - Project status: DEAD.  (Read 16209 times)

Offline Decroded

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Re: Lost Fortress gallery - C+C welcome

Reply #10 on: November 11, 2014, 07:13:46 am
cool animations.

i suggest reviewing your palettes.
at a glance i think the yellow hair is a bit too saturated in stark comparison with the black and grey of the rest of his outfit (which is pretty bland).
for hair peraps consider a hue-shift from orangey-brown dark to desaturated yellow for bright.
that would be the main saturation point for the sprite so you could have the outfit be desaturated but I'd say at least put SOME hue into it even if its just some brown or something.
i also feel like the skin is too pale for a gruff dwarf and it is too close to hair colour, perhaps give some more contrast and use browns again in shadow.

Offline Skaz

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Re: Lost Fortress gallery - C+C welcome

Reply #11 on: November 11, 2014, 12:30:01 pm
Thanks for the advice !

Actually, I'm not a good reference when it comes to colours. You've already guessed it, it's not really something I'm comfortable with. And you are completely right, it's really too flashy as it is, but I couldn't figure out how to fix that.
So, I used some very blond lady photos, and tried to make a way more realistic palette with that. Something I'm having a hard time with is that colours only work together, and by tweaking them one by one I'm always in doubt. Another problem is, with blond hair, it's really the gradients and subtle brilliance that do the trick. And I'm having only tow colours... So, yellow was a lazy solution, but did what I wanted... Anyway, your advices taken into account, here is an attempt to fix that flashy stuff !

 

I think its WAYYY better, but as stated above, I'm not the colours guy. Any advice or edit is welcome. Despite the fact I use really low resolution sprites, I want the game to feel somewhat realistic in its atmosphere. To feel a little moody, as it will take place underground in an old, dusty abandoned place. So obviously, saturated colours should be eliminated without pity.


Offline Lux

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Re: Lost Fortress gallery - C+C welcome

Reply #12 on: November 11, 2014, 05:58:28 pm
Yeah, the more I see the run cycle the more I find that 6 frames was a bit cheap. It's one of the animations the player will see the most, let's not make economies on it ! New version with 8 frames, feels way more inertial. also, jumps a bit higher durring the cycle.

New 8 frames :

Old 6 frames :


Definitely an improvement, I love it.

Offline Skaz

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Re: Lost Fortress gallery - C+C welcome

Reply #13 on: November 12, 2014, 11:46:38 am
Thanks Lux ! I'm also really happy of it, considering the very minimal effort to add tow frames and make little tweaks to the other frames. Looks way more alive.

Anybody having comments to do on the new palette ? Would like to make sure I'm not missing anything before modifying all the other sprites ^^' (which is quite a lot).

Oh and also, as programming goes, I've added a feature :


Opening and closing not animated (yet).

WEEeeeeeee..... FLOP.

[EDIT]
And the new palette :

NEW                                                                                                    OLD





To continue on the black powder killing spree, here is the first gun shoot animation. There will probably be a second one, the same, seen from the other side so the character can akimbo like a badass a pair of guns. But I'd like to make sure the same gun sprite will be compatibles with both scenarios (with the depth of the object).



I'm so glad I made the turnaround, I use it a lot to give volume and depth.
« Last Edit: November 13, 2014, 08:39:46 pm by PixelPiledriver »

Offline Skaz

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Re: Lost Fortress gallery - C+C welcome

Reply #14 on: April 15, 2015, 04:55:56 pm
Sooo it's been a while. This is going to be a closing statement, as this thread is obviously dead, as is the project itself. I've learn a lot while trying to make this game, at pixeling and animating as well as coding, planing, and all the other stuff.
If it can contribute to give advices to anyone out there, especially if you want to start a game, so it won't bo totally useless  :P

Start small. I should have started smaller, I learned a lot while doing, only to realise today that, if I were to try to continue the project, I'll have to start over, from scratch (art stuff not included). The code is a MESS. I should have targeted a minimal game, maybe a single level, only tow weapons, one type of enemy and make an arena fighter game maybe. A proof of concept for the platforming and combat gameplay. Not a whole metroidvania game.

I should have considered the time it would take to complete this. A simple calculus would have shown that I DIDN'T HAVE ENOUGH FREE TIME. Unless you target a 5 years project and don't care about deadlines, you should take time into account.  Simple as that. Today I think about another project, and I made simple additions. I know I must limit myself, in sprites number, and scope, or nothing will be achieved.

I have taken those advices into account and I'm currently working on a small SHMUP, the pixel art isn't fabulous, but it's made to achieve ONE GOAL : BE COMPLETED. It's important. Complete something, then you can realistically try something bigger.

I'll close this with a screenshot from the latest stage of development. Rocks, rock blocks, rock background, cosmetic rock blocks, ROCKS EVERYWHERE.



Thanks to everyone how took time to give me advices and encouragement. Now, ONWARD!


BONUS:

Might be useful, my "policy" to make platforming easy and level readable:


Sprite sheets used in the screenshot above. Levels were made of blocks, texture adapted automatically:




The mighty SLIME CUBE and the undeads:



Bye bye project!



- Skaz

Offline Cheykh

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Re: Lost Fortress gallery - Project status: DEAD.

Reply #15 on: April 16, 2015, 10:34:04 am
I dont know why but i absolutely love the rifle shooting animation!
Great job all around :)

Offline Skaz

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Re: Lost Fortress gallery - Project status: DEAD.

Reply #16 on: June 02, 2015, 09:15:49 am
Just browsing old sprites, and found this. A headbanging dwarf. It's so METAL, I have to share :p


It was the damage taking animation, just tweaked a bit.

Offline wzl

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Re: Lost Fortress gallery - Project status: DEAD.

Reply #17 on: June 02, 2015, 12:49:14 pm
too bad it is canned. I'd love to play headbanging dwarves :D

Offline Skaz

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Re: Lost Fortress gallery - Project status: DEAD.

Reply #18 on: June 02, 2015, 01:53:38 pm
My programming skills will have to improve greatly before I feel confident enough to make a whole metroidvania game. But who knows? The sprites are still there, and they won't get stale.

I'll have to finish my SHMUP first :p

But someday, maybe...

Offline Decroded

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Re: Lost Fortress gallery - Project status: DEAD.

Reply #19 on: June 03, 2015, 01:57:23 am
I can code metroidvania...jus sayin  ;)