AuthorTopic: Skeletroids dump - Update: You've got friends!  (Read 48212 times)

Offline Conzeit

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Re: Skeletroids dump

Reply #40 on: May 07, 2008, 01:36:11 pm
healstrike

never heard that word before. what an intriguing word  ;D is it specifical to running motions or did you sorta tweak it's meaning for saying what you meant to say?

Ben, it looks like people are gonna think of your sword as a hybrid of the two, shape of the first and functions of the second. maybe you should come up with an use for the non dented part of the sword?
« Last Edit: May 07, 2008, 09:59:20 pm by Conceit »

Offline ndchristie

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Re: Skeletroids dump

Reply #41 on: May 07, 2008, 03:33:51 pm
"chainswords" have been around in popular media since the 80's if not longer (warhammer 40k had them aplenty when it came out and they were hadly the first).  I think the function is pretty safe by now, it's just the arc edge resemblance that throws me.
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Offline ptoing

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Re: Skeletroids dump

Reply #42 on: May 07, 2008, 04:57:29 pm
robotacon: You are right, technically the whole shing should be shifted so that frame 2 is frame 1. That would make more sense :)
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Offline Ben2theEdge

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Re: Skeletroids dump

Reply #43 on: June 16, 2008, 12:05:48 am
Wheee it's been a while since I put anything up for this!
I changed the protagonist's hair AGAIN because I am impossible to please. I'm pretty darned happy with it now though. I started working on the attack animations... the sword is still messy because it's going to take forever to clean it up and I want to make sure everything else is perfect before I devote myself to that mindless task.



And some of the older animations that have been updated with the new look:
 
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Offline Indigo

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Re: Skeletroids dump

Reply #44 on: June 16, 2008, 12:18:28 am
the legs on that attack animation perfectly compensate for the weight shift of the sword.  I'm very impressed.  It looks very lifelike in that regard.  On the other hand, that idle stance is pretty generic IMO.  The vertical sin-wave movement is overused these days, and no one really moves like that in real life.  I'd suggest something a bit more subtle?  or maybe a kind of idle 'bounce' like people do in martial arts?  I dont know.
« Last Edit: June 16, 2008, 12:22:21 am by Indigo »

Offline Teknogames

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Re: Skeletroids dump

Reply #45 on: June 18, 2008, 02:40:50 am
This is a bad edit, but the character could use more of a thump when his foot hits the ground, seeing as though he is carrying an object bigger than himself.
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Offline PypeBros

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Re: Skeletroids dump

Reply #46 on: June 18, 2008, 06:14:39 am
the "swordsaw" attack is really impressive. I'd be tempted to add a brief flash of light on the sword between the two moves, as we used to have in manga animes (may be a hint for the player to hit attack button again and do a combo, too).

Offline Ben2theEdge

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Re: Skeletroids dump

Reply #47 on: June 21, 2008, 04:03:03 pm
Yay for weekends!
Here's something fun, I have a few screens from the actually running game.
What do you guys think about the HUD?
I used a lot of references from the 32-bit Megaman games for this tileset... might be too close for comfort though, I haven't decided yet.

         
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Offline AdamAtomic

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Re: Skeletroids dump

Reply #48 on: June 21, 2008, 04:31:21 pm
I am saying this with the very best intentions, but the foreground tiles especially are very flat and boring, and the HUD is almost unreadable!  The dithering makes the floors look rough and rounded or arched, and that bright blue of the HUD looks really out of place to me, more like a racing game HUD or something.  The foreground tiles appear VERY washed out against the dark background.  In general to me it is odd to have the environment composed essentially of one enormous 128x128 (or whatever size) tile for the most part.

Sorry for the harshness!

Offline Drazzke

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Re: Skeletroids dump

Reply #49 on: June 21, 2008, 05:11:07 pm
I like it a lot, except for the hud. It seems way to saturated, and does not seem to fit the style of the rest of the game all that much.

Otherwise, the rest of the game looks pretty cool... (Particularly the player and monsters)