08 Jan UpdateI know what you're thinking... it's along the line of "WTF IS THIS THREAD DOING HERE AGAIN".
But believe me, it's gonna worthwhile this time... because the
Tobe Vertical Adventure is now live, on XBLIGLike I said before, this is where the project started, so there's no reason why you guys should not be informed, despite the fact that nobody ever buys a XBLIG, lol.
But seriously, after this long, I'm glad I've completed the game - full pixel art ... well, except for the cutscenes.
Enough of talk, here some giant screen shot (available only here on pixelation





We've received complains about the lack of thumbstick support, and has plans to fix that. But I hope you guys still get to try and give the game a shot.
You can download the demo / purchase it from the link here...
http://marketplace.xbox.com/en-GB/games/media/66acd000-77fe-1000-9115-d802585503f5/Or visit our website here...
http://tobesadventure.squarespace.com/We gonna have quite some stuff on the net which I presume would be interesting for artist especially. Here's a sneak peep...

Ultimately, if you like it, do drop us a message because it keeps us a live.
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21Nov Update
The game is finally done after so long! It is currently sent for review on XNA club, and we're expecting to release sometime in Decemeber. You can read more about the game at
http://tobesadventure.squarespace.com/ or see page 2 of this thread for some brief update.
3rd Oct Update
Hi again! So I've been MIA for a while now, working hard to finish the game. We're almost there. And here's a actual screenshot and in-game clip
Screenshot

Video(I was using a crappy screen capturing software, so the framerate seems pretty bad)
http://www.youtube.com/watch?v=WMf8rrw2sD4&feature=player_profilepageAlso, I've decided to take down some of the later level images, so not to spoil the fun for whoever gonna play

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So... here's a quick and dirty teaser I put up together for the game...
It doesn't really say anything... just fancy visual put together like you seen here... except that... they now moves.
But yea, do check
http://www.youtube.com/user/rayteoactive#play/all/uploads-all/0/QvTIc2xw6sUSomebody's in a working mood... Updates!

Here's another world, another theme. Obviously, this Ice zone is sort of a direct contrast from the pyramid.
The layout of the platform is kinda messy in comparison. But I like how each tile looks. My main concern here is probably the limited colors. What do you think? too dull?
Horay~! More Updates!

Here's an updated version of the original level. The background was given more saturation, and there's more "black" then wall now, to keep consistency with the desert/pyramid level. Also, I finally remove all the white line from the character, added monsters etc.
One thing I need special attention with... the holes in the far background... they're empty. Is it bad? I was hoping to leave it as it is due to the time constrain, but just in case I manage to finish things earlier then I can, any idea what I can do with it? Or perhaps I should remove it once and for all?
Character Update (5July)

Tested the sprite for player2, Nana. Oh, and I've decided to drop the white line. I hope it's not the wrong move though

Level Update (3July)
Hi guys, here's some minor updates.
1) slightly desaturated the sand fall (if that's what it's called)
2) some tiles with hieroglyphics
3) better spikes... or needles
4) included lady Nana (changed the outfit for readability... which still don't look fantastic)
I might not work on the pillar though, since I have to hurry and move on to the next level.
As for the white outline, it's a real pain. There seems to be more negative then positive comments about it, but I can't seems to get the character to stand out without it.
Oh, and lastly, the veins are meant to be interactive - hence the outline


Level Update 2 (2july)
I took more time to finally finish up the level. I think it looks better now... though the "Egyptian" theme still didn't seems as strong, but I guess it's passable. What do you guys think?

Level Update (2July)
Hi guys, I'm finally working on VA again. I started working on the mock up of a new level, this time with a Egypt / pyramid theme.
I realized a few element changed throughout the process, as I find it hard to implement the original style (like the repeated pattern BG) to suit the different theme of the levels.
I'm working with many reference too, but I still feel very much block as in the element to build up the mood and theme. If anyone have anything cool in mind I should take a look at, please advise.
Animation Update (15 May)
I've left the project for quite a while(working on some vector-base games instead).
The game is ongoing, working out on the game design, and the programmers have started with place holder for now.

Anyway, for some reason, the programmers needed the wall climb animation 1st, so I had to start working it on. This is my 1st attempt on animation, so serious C&C is much appreciated. I took a whole day long working on this as I was drawing in PS, bring it over to Flash for viewing, and back and forth. All that, and the fact that climbing animation lacks of reference didn't help... But I did found 2 awesome thread here.
http://www.wayofthepixel.net/pixelation/index.php?topic=6653.0http://www.wayofthepixel.net/pixelation/index.php?topic=4427.0Grateful to the comments inside

Btw, I do realize the animation looks.....robotic and lifeless. I do wish to redo it again when I have the time.

Small updates again

I did some messing around with the character outline and the design... sort of a cat ear and a blue/yellow raccoon tail. I'm kinda lost here, so some opinion on this will be very helpful.
As for the background, I mange to create some cave holes (not sure what you call that), anyway the pattern on the wall makes this extremely difficult for my level, I have to ignore the tilings. I need some suggestion though... should I..
1) leave it empty?
2) add another layer like I did for the center hole or
3) add something going on in the far

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UPDATES!!!
Finally found time for this. It's still WIP, but I think I manage to establish the rough look and feel.

A few more things to do from here...
1) I still need to add more variety of items, objects and traps(like the spike and stuff).
2) need to make a 3rd layer of background
3) some cute monster
4) the user interface
5) Player 2 -"Nana" a tribute character to ice climber and nanakostudio(Annabelle Kennedy)
I'm pretty sure I missed something else. Do fill me in.
Anyway, I changed the character to something more colorful... and even gave him a "sticker look". What do you call that anyway. I tried everything to make him stand out but failed, so I gave up... sigh. But hey, it's still sweet in a way and it serve it's purpose. I'm also looking at giving the character something more significant to make him more then just any guy... maybe a fox ear or a monkey tail. Fashion accessory are way too common. What do you guys think?
I will be posting some of the character sketches soon, so you guys can help judge. The sketches are here. Just scroll

And before I forget and get ban, I took reference from sonic for that waterfall. I thought it was beautiful and couldn't bear not having something similar.
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Hi guys, I'm working on a new game mock up screen-shot.
(it's late, so I'll fill in the game design description next time around)
The visuals are inspired by Cave story and Underside, but using much bigger sprite (the character is 32 x 32, I think).
Anyway, I created the character first, so I guess he turns out a little too flat in comparison to the background. I'm hoping to make him stand out more, but I refuse to add dark outline, so to maintain the intended art direction. Any suggestion?
As for the background, the character is actually inside a cave. In this case, I didn't want the rocky tiles to looks like real rocks. Instead, I go for more graphical representation... which I think I've got it right. but not entirely sure either.
Also, I'm still working on the platform tiles. I've placed them below the character art. Do let me know which is better.
I like what I have at the moment, but I guess it's still early to tell... something do feel amiss though.


Btw, the game is plan for X-box live arcade, which I'm absolutely unaware of any restriction. Any information on this, I will be very grateful. Curently, I'm working without any color / grid restriction. But I find it a pain without the restriction. Colors combination tends to get too much to control, and without the grid, the workload just keeps expanding. I'm looking at sticking to a system color palette... probably GBA, since it looks like the most colorful palette at the moment. Or should it be NDS?