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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
![]() ![]() ![]() Posted: 23 October 2006 at 10:48am |
![]() ![]() ![]() ![]() ![]() Edited by zeid - 01 February 2007 at 7:30am |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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i thought about a mouse when i rad the title
stuff doesnt look too bad, but the movement in the run animation is wrong, its more like he's.. uh.. dance boxing or something, have you studied other people's cycles?
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Reminds me of Larwick's - Gold Robot
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Equinoxx
Commander ![]() ![]() Joined: 16 December 2005 Online Status: Offline Posts: 164 |
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Souly, what's your point ?
I like this, though I'd prefer to see the entire animationcycle with the jumps and shoots and whatnot Have to agree with Snader here too as there appears to be something off about the animation. It appears as if it's to fast as well ... also, I prefer seeing things on a clear background (*hint hint* transparant background *hint hint*) Edited by Equinoxx - 23 October 2006 at 1:48pm |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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There wasn't much point to it.
I woke up and posted it. Anyways, back to topic. There's too much static movement going on in the running animation. I don't think you need the leap in the animation. When you run do you bounce everywhere? |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Yes I studied quite a few run cycles in the past. All the frames are based on real running poses, but I knew when I submitted that the run cycle at present would get the most criticisms. I think I went wrong by not making the motion as structural as it should be, as it is a small piece it might not need all 4 tweening frames. Also a few minor pixel changes will have big impacts on the entire piece as it’s so small as such I should have planned how the lower bodies segments are scaled to the head etc. ![]() Heres a quick update using a 6 frame cycle and a few pixel shifts in the body, etc. I think I might need to completely redo the anaimation but im not sure at this stage. |
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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Hmm, its a hard character to imply motion with. I think your edit is an improvement, but still has more potential. It doesn't convery a feeling of momentum and/or balance to me, I think he should be leaning forward a little more.
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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There's an issue with the legs.
I'd edit the fifth frame. I think that's where the problem lies. I've done a little edit for you for movement purposes. ![]() ^^ in slow mo! You see how I widened the legs in the 5th frame a bit more and that makes his stride less jagged? I'd suggest doing that. I think it looks a bit better even though my edit isn't that extensive... I'd say just try it and see what comes out. When the feet move more it makes the arm look less odd. Edited by Aleiav - 24 October 2006 at 11:13am |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Thanks for the crits, the run animation was giving me a lot of grief, but i think its drastically improved -
![]() Sorry the graphics program im using for animation im kinda new to so cant manage to get a transperant background also the speed is a touch different again because im no expert with the animation program. ![]() Although it could probably use some improvement, thanks to the background and tone of the game it blends nicely making it look very nice. A link to the W.I.P. game for those who are interested as well as a screenshot can be found on pixel (Comments on the actual game would preferably be put there, however if you wish place them here) - http://z14.invisionfree.com/Pixel/index.php?showtopic=1399 For those who are lazy ![]() Edited by zeid - 25 October 2006 at 11:18pm |
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Help Please,
Seaman ![]() ![]() Joined: 19 September 2006 Online Status: Offline Posts: 31 |
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That mockup hurts my eyes.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Originally posted by Help Please,
That mockup hurts my eyes. What reasons are there for it hurting your eyes? It doesn't hurt mine atall, so back up your argument before clicking Post or you'll be warned for useless posting.
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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Well, technically its not a mockup, it's a screenshot (haha aren't I annoying?).
It all looks very nice, but I'd say the HUD is too big. Edited by EyeCraft - 24 October 2006 at 8:10pm |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Thank you the criticism has been attended to, Thanks everyone for the input I too felt the hud was big, mainly because originally I was going to do nintendo DS style, hence the screen size fits that but I think it wont look right on a computer.
Changes include music (going to change the music), sound effect (Must add more), Jump animation changes, small movement glitch fix up, hud size and Imade my own icon for it ![]() Edited by zeid - 25 October 2006 at 11:17pm |
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Dra_chan
Commander ![]() ![]() Joined: 20 February 2006 Online Status: Offline Posts: 628 |
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Originally posted by Help Please, That mockup hurts my eyes. This is funny coming from someone who has half his gallery awaiting aproval. ![]() |
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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I downloaded from that second link, and the HUD seems to be the same, and no sounds and all that. At least, I think I downloaded from the second link...
There's some weird movement thing I did a couple of times where I was able to change direction and still be moving at top speed. I think it had something to do with holding down the jump button while I ran in a corrider that was too low to jump in. |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Hmmm, if all those problems were still there you may have downloaded the wrong file, or I may have uploaded/linked to the wrong file.
As far as the hud goes I've really just shortened it a bit. Im not quite sure what else I could do to it to make it less significant, perhaps I will make it so the health only scrolls out when you take damage, heal etc. and time only shows when its significant similarly. Then I will place mini health and time huds on the top of the screen, or something like that. Heres version 0.3, it has a moving crushy thing (the death animation are unfinished and effects are still undecided so it only displays a text box when it kills you), fixes those problems with the jump/run you mentioned and gives the ghost some purpose. ![]() Im going to edit out all the links and place the game link up in the top, to avoid confusion for both you people and me. -Edit- version 0.4 released this one adds some more sound effects as well as a proper death animation + effect and spikes :P. Edited by zeid - 26 October 2006 at 11:07am |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Version 0.5 is out with a new tileset (this is part of it demonstrating it).
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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![]() ![]() The latest sprite for the game is a boss, not yet in the game. I've also added a new tileset and a significant number of new features. ![]() Download: http://www.sendspace.com/file/m7vrjd Edited by zeid - 01 February 2007 at 7:36am |
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fil_razorback
Commander ![]() ![]() Joined: 17 December 2005 Online Status: Offline Posts: 215 |
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Why don't you add perspective to small blocks ?
very bad edit, just to illustrate : ![]() |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Blocks without perspective perform different actions to regular blocks. The arrow ones only allow you to move through them one way before becoming solid. Ones with holes in them dissapear after you stay on them for to long.
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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You could still show different functionality without ruining the perspective. A different color might work, or maybe a different implied texture.
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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I know it's been a while so i apologize to anyone anticipating the next release but here it is
![]() DEMO Demo link 2 The game does have a storyline however i have not yet implemented it as all the level structure is everywhere right now (theres only a few levels for each world done). Basically the big bad boss has stolen the precious rune of copper land, as such you have to get it back as it is causing grave disruptions in space and time... yadda yadda... finaly you face the boss and a nice twist will be at the end but you guys can wait for that ![]() The main things i need to change now include: 1. adding the remaining levels 2. creating the cut scenes 3. inclusion of some more enemies and bosses 4. some audio and graphical additions as well as ramifications 5. some minor bugs to sort out that don't really hurt but seem unprofessional to me, you might not see them The passwords to all available demo levels (so you can truly judge the game) all on easy: Skip tutorial/Grass level - 00000 Boss - 00110 Gold maze level - 09161 Boss - 08666 Sky level - 08612 Ghost level - 06616 Boss - 05716 oh and please don't burn me to much for using some non-pixel art, though you may by all means offer advice regarding it (one boss looks horrible for example). |
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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Oh and sorry not to be more clear, the reason it is so hard to add perspective to blocks that change, etc. is as followed: transparency is an issue, when the dissapearing blocks ... disappear they become alpha 0.5 so u would get a bizarre pattern across them, also some edge issues and tile overlapping issues would occur. I know ways around all this and may be implementing the perspective in the blocks anyway so we will see, could be another large update to the project graphics wise in the future.
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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did someone get inspired by Shadow of the Beast?
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zeid
Midshipman ![]() ![]() Joined: 16 January 2025 Online Status: Offline Posts: 46 |
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