AuthorTopic: Lectro Mockup Madness! (New demo! July 22nd)  (Read 72445 times)

Offline dfcastelao

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Re: Lectro Mockup Madness (Last updated; Sept 18)

Reply #40 on: September 18, 2007, 07:10:59 am
I believe that the smoke at the shooting animation needs some work yet. As Arachne pointed, Its movement is quite unnatural. I've done an small edit, trying to follow your style:


Edit: link fixed, sorry
« Last Edit: September 18, 2007, 07:50:25 am by dfcastelao »

Offline Souly

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Re: Lectro Mockup Madness (Last updated; Sept 18)

Reply #41 on: September 18, 2007, 07:19:26 am
Your image isn't appearing dfcastelao.


Also, worked on a new looking up animation since there is a new gun.
Decided he should look straight up.
« Last Edit: September 18, 2007, 07:22:44 am by Souly »

Offline Souly

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Re: Lectro Mockup Madness (Last updated; Sept 18)

Reply #42 on: September 19, 2007, 12:18:08 am
Ah I finally see your edit, I see what you mean with the smoke.

Hopefully that fixes any problems.

Offline Souly

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Re: Lectro Mockup Madness (Last updated; Sept 18)

Reply #43 on: September 19, 2007, 10:01:19 am
Guess this is my triple post since no one replied I decided to whip up a new mockup.

I don't think the colors match the them too well but I think it's a step in the right direction.


Made up a tile set for this scene.

Offline Frankiesmileshow

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Re: Lectro Mockup Madness (Last updated; Sept 18)

Reply #44 on: September 19, 2007, 10:10:14 am
To make this scene more interesting , I would make machines and other technological stuff mix in with the cave. Like, encrusted in the cliffs, with possibly animated moving parts. The machines could emerge from inside the cliffs sometimes into the playable area and make gameplay elements like gates or traps. There could also be some in the background. Another thing that could make for interesting visuals would be underground lakes or waterfalls in the background that drop into killer pits.
shlong

Offline Souly

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Re: Lectro Mockup Madness (Last updated; Sept 19th)

Reply #45 on: September 24, 2007, 05:36:12 am
Haven't done any updates in a bit.

->
Decided to start making some character portraits.

Edit: Tiny minuscule update.
Edit2: New mockup with some new tiles. :D
I couldn't think of anything original for the spikes...
The cave ceiling probably seems too low but that's just because this is just a pathway down further into the cave.




Tileset.
« Last Edit: September 24, 2007, 08:55:49 am by Souly »

Offline tocky

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Re: Lectro Mockup Madness (Last updated; Sept 19th)

Reply #46 on: September 24, 2007, 09:31:26 am
It seems wrong how the tiles fade to a flat brown based on how far away they are from the surface/cave area. It's kind of like pillow shading, no offense intended. It seems like it should be either consistent throughout or layered according to depth or varied based on where the light is. Also, because it's all right-angles, it gives away your tiling.

The character portraits look cool, but they don't seem to add anything that isn't present in the sprites themselves. I'm not sure if that's a good thing or not.
« Last Edit: September 24, 2007, 09:42:56 am by tocky »

Offline Frankiesmileshow

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Re: Lectro Mockup Madness (Last updated; Sept 19th)

Reply #47 on: September 24, 2007, 12:11:56 pm
It would be AWESOME if the Lectro dude got his prongs stuck in the soil ceiling (or possibly in female end sockets in some more techno areas) when he hits it by jumping. Maybe a ground pound-like attack could do the same for the ground.
shlong

Offline x_pixel_master_x

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Re: Lectro Mockup Madness (Last updated; Sept 19th)

Reply #48 on: September 24, 2007, 12:33:53 pm
OMG i love it! try to show us like having him animate (jumping shooting etc.)

Offline Souly

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Re: Lectro Mockup Madness (Last updated; Sept 19th)

Reply #49 on: September 24, 2007, 08:58:55 pm
Alright I have two coders working on demos for me.
Here's what they have made so far.
And because of the demos I have realized something major wrong with the jump animation.
They are just realtime examples of Lectro moving around.
The first one is just flat land so I could see the movement.
The second one has some terrain but the tiles have to be updated.

kronoman: http://aiongate.com/terra/lectro/demo1.zip
Move: Left, Right
Jump: Up

LazyCow: http://aiongate.com/terra/lectro/demo2.zip
Move: Left, Right
Jump: Ctrl

Edit: Made a turn animation.
« Last Edit: September 24, 2007, 09:37:47 pm by Souly »