AuthorTopic: Smiker's Back Alien Wars Demo available  (Read 4280 times)

Offline smiker

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Smiker's Back Alien Wars Demo available

on: October 03, 2007, 10:40:36 am
Hi!
After a while without even getting connected, i'm back, and i have some fresh pixels to make critics...
The thing is that while i'm pixeling and mapping a beyond game named "Dragon Ball Online 2", i also am developing a
GBA title. It's future name will be "TSA: Alien Wars", about the wars between the Alien race and other ones (not the aliens from the movie lol).

Firstsly i'll show a the lastest piece i've done for DBO2:

It's Korin's Tower, the Cat Deity's Home.

I go with my game's graphics.
These are the font tilesets. The Small One is wip, but i need critics over the colours to use.


Second, the basic dungeon tileset (will be one of the firsts to use)


I know it, the blue walls are copy of the red (orangeish?) ones, but it goes for capture the flag mode, so...

This is the Mockup for the Title Screen:


it feels a bit lonely...but it's still a wip, so let's relax while it comes finished...


I hope you all like it! Critics, as always are obligated (lol) just joking, but please...comment at least one, help isn't unwelcome.

i did forget to show this! it's a very basic demo (currently not playable) but shows the style and brand of my rocking gba game ^^
http://members.byond.com/Smiker/files/Alienwar.gba
oh yeah, i have composed the music too! but i think isn't a discussion theme in this forum x x
anyway, enjoy!
« Last Edit: October 05, 2007, 08:18:19 am by smiker »

Offline baccaman21

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Re: Smiker's Back

Reply #1 on: October 03, 2007, 01:02:29 pm
tis an interesting font I'll give you that... but I'm not sure that it reads so well...?
  • G is too high in the frame (but it does read at least)
  • I and J are scarily similar...
  • The tail on the L is far too long (IMO)
  • Q is too similar to A
  • S just doesn't work I'm afraid...

RE: the tileset... tis difficult to judge on tiles alone... perhaps a mockup layout would be more benficial?

RE: Title Screen - The logo seems fairly competant. The planet needs work, it's quite bland and uninspiring currently... It likes a brightness that one would expect to see on a shining globe from space. Speaking of which, you need some stars in the BG.

PS - for some reason the first couple of images ain't loading?
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Offline Gelsamel

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Re: Smiker's Back

Reply #2 on: October 03, 2007, 01:57:30 pm
The tower looks sweet, the only thing I would change is how fast the light bit transitions into the dark bit, I think it's slightly too fast, looks like there is a color junction where it turns bluey instead of a continuum of shading.

And the skull located at the "junction" is all dark, yet the one on the back side (on the blue side) has a bit of lighting from our direction, I would switch it so the one at the junction has a little bit of lighting from the left side and the one in the blue area is fully dark.

Detail is AWESOME, love it.

Edit: Could anyone give advice on manual AA on my favorite piece I've done so far? (first post in my post history) it has a lot of views (~300) but no-one has commented...

Edit2: I agree with bacca that the text isn't easy enough to read, perhaps less glow?

The opposite is needed for the planet, as bacca said it needs to be more interesting - my suggestion? Add glow.

Reference: http://www.colorado.edu/engineering/BioServe/lgplanet.jpg you can see a "halo" around the Earth, makes it look more interesting. Maybe adding a very slight bluish glow to the clouds (scattered reflection from the clouds of the sky, which itself is scattered reflection from the atmosphere).

Edit3: Also, realistically a photo from earth show's land as a brownish color, though green is fine if you're not bent on everything being realistic.

« Last Edit: October 03, 2007, 02:11:18 pm by Gelsamel »

Offline Androk

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Re: Smiker's Back

Reply #3 on: October 03, 2007, 03:38:30 pm
The tower does not maintain the same perspective :( You have the bottom in a sort of roundish fashion, yet al the other parts including top seem to be straight. Ideally it should either be everything is round (3/4ths view point) or everything is straight (straight on viewpoint).
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Offline smiker

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Re: Smiker's Back

Reply #4 on: October 03, 2007, 05:49:04 pm
right, it has a tricky perspective, but it has a reason to be as is:
the player will go by that tower up, so it has to reach a point that it faces to camera straight. anyway, i also think that that point is too low....

Offline sharprm

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Re: Smiker's Back

Reply #5 on: October 04, 2007, 12:30:53 pm
With the tower, maybe the transition between perspectives could be smoother. ie. the line directly below the circles needs a bend too. Anyway, as long as it looks good in the game. Did you use a vanishing
point at all to figure out how it would change?
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Offline smiker

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Re: Smiker's Back

Reply #6 on: October 05, 2007, 08:15:53 am
...
RE: the tileset... tis difficult to judge on tiles alone... perhaps a mockup layout would be more benficial?
...

http://members.byond.com/Smiker/files/Alienwar.gba
i know it's a very simple demo...will update it soon.