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fil_razorback
Commander
Joined: 17 December 2005 Online Status: Offline Posts: 215 |
![]() Posted: 25 October 2006 at 2:26pm |
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I think you got the wooden pillars and metallic pipes very well but not the corrugated iron. It is well pixelled but it took me a while to figure what it was...
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PixelSnader
Commander
Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
![]() Posted: 25 October 2006 at 3:51pm |
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corrugated? you mean corroded? rusty?
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Yar
Midshipman
Joined: 25 August 2006 Online Status: Offline Posts: 44 |
![]() Posted: 25 October 2006 at 4:41pm |
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Originally posted by snader corrugated? you mean corroded? rusty? I think he means corrugated roofing tin which is commonly used for cheap roofing/siding on shacks, shanties, and stables. Like unto so:
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 25 October 2006 at 5:10pm |
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Yep thats the one. Corrugated Iron/Tin sheets, most of the bridge is assembled with. Talk like Yoda, I do.
@Larwick: Thanks mate, I'm just hoping I can reinforce the atmosphere more and more as I go. @fil_razorback: Hmm maybe when I use corrugated sheets on other parts of the tileset it will imply a little more what it is on the bridge? Otherwise I'm not really sure what there is I can do. @Yar: Thanks . The palette was a long and painful process of trial and error. I'm getting the impression people would like to see the water worked on , which includes me...I plan to start fleshing it out next.Edited by EyeCraft - 25 October 2006 at 5:17pm |
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Monkey 'o Doom
Commander
Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
![]() Posted: 25 October 2006 at 6:32pm |
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A preposition is not something to end a sentence with. I think they looked like corrugated metal sheets, but it also looks like it could use just a ltiile bit of aa between the peaks and troughs to decrease the attention it draws to itself. Great work here.
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 27 October 2006 at 3:37am |
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Thanks MoD, though the AA sounds like quite a difficult task...
Behold, bubbles! It's a bit dark against a bright background...I intend on slowing the animation down a bit to make the liquid seem thicker, too. EDIT: Hold onto your hats people, this just got playable! Download here EDIT: Updated the download Edited by EyeCraft - 27 October 2006 at 8:49am |
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Skull
Commander
PJ Pioneer Joined: 03 August 2019 Online Status: Offline Posts: 1521 |
![]() Posted: 27 October 2006 at 5:52am |
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Awesome, those 'bridges' and the bubbles look great..
Myabe some sort of small wave/ ripples in the water? |
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 27 October 2006 at 6:57am |
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Thanks skull
, I'm considering animating the ripples on the bridges, maybe. I've started a proper project now with a friend, so I'll probably be devoting less time to this tileset now. I'll no doubt use this in a game in the future though, whereby I'll pick it up again...
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Swiifty
Midshipman
Joined: 26 May 2006 Online Status: Offline Posts: 63 |
![]() Posted: 27 October 2006 at 8:24am |
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Sweet!
Just thought I comment some on the game aspect, though I'm sure you thought of it before. But here it goes anyway... Make it window moded. Also if you could get the character to move slower... Other then that, it looks really nice. Also may I ask, what kind of project are you thinking about? |
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 27 October 2006 at 8:53am |
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Made it windowed and slowed the character. Just use the same download link above
![]() The project is a platformer, it would feature: - 8 worlds, with a boss at the end of each one - Alot of humour, and a decent storyline - 8 abilities, one you begin with and one you learn for each boss you defeat Umm, thats about it. The specific ideas are all still up the air at the moment, either that or hush hush! I'm working on it with a mate of mine, who'll mainly be contributing to music, ideas, and level design. |
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Swiifty
Midshipman
Joined: 26 May 2006 Online Status: Offline Posts: 63 |
![]() Posted: 27 October 2006 at 10:31am |
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Much better!
And good luck with your new project. |
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Skull
Commander
PJ Pioneer Joined: 03 August 2019 Online Status: Offline Posts: 1521 |
![]() Posted: 27 October 2006 at 10:59am |
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Originally posted by EyeCraft - Alot of humour, and a decent storyline If it's anything like The Bard's Tale, I'm all for it. ![]() |
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ryumaru
Seaman
Joined: 05 December 2005 Online Status: Offline Posts: 33 |
![]() Posted: 29 October 2006 at 10:24am |
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wow man, from playing the demo, all i can say is that everything is completely awesome. everything works so well.
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 31 October 2006 at 3:47am |
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Thanks guys
. This has actually turned into a project itself...online deathmatch game, so looks like I will be doing more work on it.Here's a death animation I just cranked out, just getting the pixels flowing ready for some more grunty work; |
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Skull
Commander
PJ Pioneer Joined: 03 August 2019 Online Status: Offline Posts: 1521 |
![]() Posted: 31 October 2006 at 6:22am |
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The game so far plays superb. great music and animation.
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Blueberry_pie
Rear Admiral
Joined: 24 July 2015 Online Status: Offline Posts: 2176 |
![]() Posted: 31 October 2006 at 6:33am |
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Whoa, hadn't even noticed you had a demo out. Kickass work so far.
And I see it's made in Multimedia Fusion... nice :) |
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Di0xygen
Commander
Joined: 03 July 2005 Online Status: Offline Posts: 401 |
![]() Posted: 31 October 2006 at 11:15am |
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pretty kickass eyecraft, good luck with your project can't wait to see the final result.
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c==3
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 01 November 2006 at 4:22am |
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Thanks all! I look forward to showing you more soon.
@Blueberry_pie: hehehe, yep. I'm usually more of a C++ man, but the rest of the team is geared towards MMF1.5 for this project. |
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Suicidale
Midshipman
Joined: 22 January 2006 Location: United States Online Status: Offline Posts: 48 |
![]() Posted: 01 November 2006 at 3:29pm |
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i love this so far! the test is very neat, but one thing that bugged me was that he vibrated when he collided with the boundaries and objects that are not passable.
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Blice
Midshipman
Joined: 18 October 2006 Location: United States Online Status: Offline Posts: 51 |
![]() Posted: 01 November 2006 at 3:54pm |
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What program language did you use for this? c++ and... DirectX..?
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 01 November 2006 at 4:18pm |
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@Suicidale: Thanks. Yeah I know, the collision irritates me a little too, I'll be looking into smoothening it in the actual game engine.
@Blice: This mockup demo I made with Multimedia Fusion 2, the game itself will be developed in Multimedia Fusion 1.5. Edited by EyeCraft - 01 November 2006 at 4:19pm |
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Blice
Midshipman
Joined: 18 October 2006 Location: United States Online Status: Offline Posts: 51 |
![]() Posted: 01 November 2006 at 4:41pm |
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Originally posted by EyeCraft
@Suicidale: Thanks. Yeah I know, the collision irritates me a little too, I'll be looking into smoothening it in the actual game engine. @Blice: This mockup demo I made with Multimedia Fusion 2, the game itself will be developed in Multimedia Fusion 1.5. Does MF2 have online multiplayer possibilities?
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Blueberry_pie
Rear Admiral
Joined: 24 July 2015 Online Status: Offline Posts: 2176 |
![]() Posted: 02 November 2006 at 2:50am |
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Originally posted by Blice Does MF2 have online multiplayer possibilities? Yes it does... the full version at least. There's MooClick, aimed at general online stuff (I think) and MooGame which is for games in particular. I've heard they're pretty easy to use but I really wouldn't recommend using them until you have a good understanding on how the program works. |
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 02 November 2006 at 5:44am |
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Update! Added in cliff tiles and long grass, not completely finished yet, but here's how it's going, anyway:
![]() Edited by EyeCraft - 02 November 2006 at 5:48am |
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Doppleganger
Midshipman
Joined: 28 September 2016 Online Status: Offline Posts: 71 |
![]() Posted: 02 November 2006 at 8:15pm |
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I really like this tileset. It's chockful of atmosphere. My only crit would be, with the addition of the cliffs; it looks like the ground is floating on the water. The bridge successfully delves into the water but the land looks like it's floating.
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 06 November 2006 at 10:20pm |
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Good point Doppleganger, I was meaning to get around to it...all the things I need to do with it are easy, but I've just been so busy, all these other acitivies have been draining me...
But anyway, touched up the shorelines, I'll be looking to de-grid the grass tiles next, not much of an update, but just thought I'd show that I am still working on this, and to show how it's looking :). http://img120.imageshack.us/img120/9686/desascreen04tb3.png EDIT: Update: meddled with grass tiles and long grass sprites: http://img299.imageshack.us/img299/561/desascreen05az2.png EDIT: Update: Floating logs! ![]() Edited by EyeCraft - 07 November 2006 at 5:35am |
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fil_razorback
Commander
Joined: 17 December 2005 Online Status: Offline Posts: 215 |
![]() Posted: 07 November 2006 at 8:13am |
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Waaaw, that's getting cooler and cooler !
About the floating logs, I suggest modfiying the lower left part, it looks like the trunk is rooted in the water whereas it is floating. Anyway, I really like the mood of this piece |
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 15 December 2006 at 9:36am |
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Well I am still working on this, just been distracted with the Wii and a couple of other projects lately. Started work on some road tiles, here's how it looks:
Just pretty much wanted to get it back in vision, hooray for uber necro posting. |
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 16 December 2006 at 2:06am |
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Bit of an update, I think the road is much improved, but still has a way to go. |
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Zetabot
Midshipman
Joined: 28 February 2006 Online Status: Offline Posts: 69 |
![]() Posted: 18 December 2006 at 9:54am |
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Damn, Eyecraft. This is all really good. I wish I had someone with this experience helping me with my tiles.
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 20 December 2006 at 4:03am |
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Thanks Zetabot, post them up on the forum and I'm sure you'll get plenty of experienced people assisting you with guidance.
Update: Played with the top edge of the road, I feel like I'm getting closer to a good result with it now. |
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Squirrelsquid
Commander
Joined: 07 April 2021 Online Status: Offline Posts: 257 |
![]() Posted: 23 December 2006 at 4:53pm |
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This looks very very cool! some monster/enemy designs would be nice though.
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EyeCraft
Commander
Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() Posted: 25 December 2006 at 5:44am |
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Thanks. Yeah I've been getting an itch to begin some enemy sprites, I'll probably begin working on them in the next couple of days.
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