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Bifur
Commander ![]() ![]() Joined: 15 April 2006 Location: Brazil Online Status: Offline Posts: 194 |
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why not backpacks?
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MurrMan
Commander ![]() ![]() Joined: 19 January 2006 Online Status: Offline Posts: 177 |
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it seems strange for the body to be minorly black out lined and the MG
not to be... I love these colors!!! why can t i every get color
selections like these? i think that there should be som more contrast,
maybe a different highlight for the gun?
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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no way, dude wat happened it started off so well. i wanna c robot/
mech-carnage not small little men with big heads. cmon gimme something with 6 legs, hydrolics, steam, maybe a floating brain in a jar. jets, rockets, lasers, big guns, but keep with this style :D |
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Snark, we love yuu.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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YEssir!
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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I pretty much want the exact same thing as shark. Edited by Souly |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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LMAO
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Snark, we love yuu.
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MurrMan
Commander ![]() ![]() Joined: 19 January 2006 Online Status: Offline Posts: 177 |
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on the subject of the bobbing, i noticed that the diaganle leg hit at the same times. make the two bobs and those points
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Nah, i dont think i'm up to laser-crotch-robot standards yet. And MurrMan, that could work, but there arn't many frames and i think if i tried to do that there would be two jolts rather than a 'bob'. You guys can expect long armed freaks of robots, some tank thing with around 5+ different cannons and a centipede-like mech. Maybe something cunning that flies too. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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![]() ![]() Edited by Larwick |
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Bifur
Commander ![]() ![]() Joined: 15 April 2006 Location: Brazil Online Status: Offline Posts: 194 |
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i think there should me more details in the wheels
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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now we're talking baby :p
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Snark, we love yuu.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Originally posted by Bifur
i think there should me more details in the wheels Already done Bifur, already done. |
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Krysis
Midshipman ![]() ![]() Joined: 01 May 2006 Location: Bulgaria Online Status: Offline Posts: 87 |
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Here's a messy idea. Might be usefull. |
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Brian the Great
Commander ![]() ![]() RED! Joined: 03 March 2005 Location: United Kingdom Online Status: Offline Posts: 2221 |
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Shoots
Your animation might be too smooth for the firing of a projectile of that caliber. A firing animation should convey visual force as much as it conveys the force of a projectile being fired. This is why I usually use a bit less subtle beginning on firing animations. ![]() ![]() Rise Remember kids! Gravity stops you from going up before taking you down again! Your version wasn't smooth enough at the infamous 'zero-gravity' point, which is why I added a few frames around the point where up becomes down. At this zero-point you should also watch the way the turret bends. In your animation, I think it bends up way too late. In the edit I made, I've added a turret bounce at the landing frame. Details like this can really be the cream topping on a delicious cake. Also look at this little image I just made to support my lousy writing, showing zero-points and stuff: ![]() ![]() ![]() Skipping I can't help but thinking the back legs lag a wee bit. When making an animation such as this, I usually find it handy to keep a line at the bottom to see how the ground moves. Also, the 'kicking' up seems to have less frames than the decent. You might want to have a little more symetric animations to smooth this out. Think 1-2-3-2-1. Also, I can't really makes out where he gets the kinetic energy for each jump. Doesn't he need to set set himself off against the ground to get up? ![]() Walk As I noted on the skipping animation, try getting a bit more symmetric animations. Having two bobs in a single animation cycle would definatly improve this piece a lot. ![]() Annnnnd that's about it. KUTGW and stuff. Edited by Brian the Great |
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stanloshka
Seaman ![]() ![]() Joined: 10 August 2005 Online Status: Offline Posts: 29 |
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I see he is limping. He is going down only on two legs. It looks strangely.
![]() Edited by stanloshka |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Krysis, i like those concepts. Sort of mutated looking. I did actually have some sort of idea of it 'evolving' or having some sort of hidden massive cannon or other gadets inside its carapace. Cheers for the added inspiration ^_^ Brian! Thanks alot for taking the time to do all that. It's very useful, and i agree with it all. I will try to edit them when i have the time. Edited by Larwick |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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The legs look like side views of fat thighs. Good otherwise, but there are some jagged lines on the top of the orange body. |
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Bifur
Commander ![]() ![]() Joined: 15 April 2006 Location: Brazil Online Status: Offline Posts: 194 |
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letgs in the sprite seems smoother then in the portrait
BTW . i want o play it , finish it asap ! |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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![]() And up Bifur, me too. I'm currently doing lots of different parts of the 'game' at once >.< Still don't know whether it will actually become a game, but fil_razorback kindly suggested that he could code it if i ever needed it to be. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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![]() ![]() Update. Not so sure about the white on the portrait, and the barrel's shadows. That'll be changed. |
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Saboteur
Commander ![]() ![]() Joined: 29 January 2018 Online Status: Offline Posts: 888 |
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About the new cannonizing, why does his body recoil upwards off of every shot? I'd think the force would be pushing backward, not upward, so the legs lifting off the ground doesn't make sense to me.
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"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Yes, it's odd and exaggerated, but... Perhaps because the barrel is sort of loose and/or springy when the body is recoiled and it cannot move backwards any further the force of the blow sways the body and the cannon upwards instead, and the backlegs and it's own weight stops it from sliding. Like if you put the back brakes on your bike and tried to push it backwards.
![]() Oh, and also, just thought of a new idea, elaborating from a few others. Sort of in the same way samus changes her gun to change the type of ammo she uses, the Rustbug will do the same. Although with the Rustbug its gun barrel goes back into the body and pops back out as the different weapon type. The main barrel, as shown in all the current animations and concepts, is the one used for normal 'zap-ish' fire. Of course i'll need to think up better names for them all. Expect flamethrowers, mini-guns, rocket launchers and HOOVER POWER! Heheh. Edited by Larwick |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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last barrel looks best, but i think the ''portrait'' is a bit bland, i know it's supposed to be exactly the same as the sprite, but i think some details would help it anyways
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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Add some exposed wires/pipes/mechanics on the bottom of the grey thing.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Yes, details will be added! Cheers for the comments guys.
And... here's a 'quick' mockup of the ideas i have so far: ![]() Basically, the bar on the bottom is the players 'power'. The more of it they have, the longer they can live, and the better the weapons they can use. For instance, the zap thing uses up 20 power, and therefore as it says on the top, there are 10 zaps remaining with 207 power. The power would replenish throughout the game so you wont go killing yourself just by firing your weapon. The smallest weapon wont need power to be used, or something like that. And yes, i like pointless floating numbers >.< Keep in mind this isn't definetely going to become an actual game, it's mainly just for fun and teaching myself with various aspects of it. Would be cool if it did though, right? ^_^ Edited by Larwick |
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Bifur
Commander ![]() ![]() Joined: 15 April 2006 Location: Brazil Online Status: Offline Posts: 194 |
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u better make some real big guns and explosions
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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The explosion is cool, but it looks a bit like a tree. I thought it was a tree at first.
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Blick
Commander ![]() ![]() Joined: 21 June 2014 Online Status: Offline Posts: 389 |
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I love the post apocolyptic feel of it. Lately that sort of setting has really appealed to me.
Even though you want the focus to be on the foreground, I think the background could have more detail. I'd personally like to see silhouettes of distant burning cities. And yeah, explosion looks like a tree. It could use some hot areas in the rolling smoke. If you look at explosions, it's like a round burst of flame followed by smoke consuming it and then it dissipated. I'd like to see the explosion shown here have some of that fire in it. Or is it oil? Because I was going to suggest having oil spraying out from the ground as a way to power up or something, because the mockup feels very industrialized with the metal and smog, you'd just need to add oil to make the theme come together in my mind. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Bifur - uhuh.
Aleiav - yup, does a bit, but it shouldnt when it's animated. Blick - yeah, i'm quite keen on that style aswel ^_^ the background will definetely need more detail, the idea of burning cities is great. The explosion will most probably be updated a few times, and i'll deff make it more fiery. Also i'll be having sort of 'dust' explosions for the more organic enemies. The oil is also a lovely idea, and could really work. I'll obviously have to do something that looks more liquid though. Cheers for all the comments. ![]() |
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Skull
Commander ![]() ![]() PJ Pioneer Joined: 03 August 2019 Online Status: Offline Posts: 1521 |
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Truely amzaing, is all I can say.
I still think you need a brief animation of the Bug taking damage, then repairing itself with a glow or something. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Thankyou very much Skull, and i have had a few goes at making that sort of animation but have kept giving up. I'll keep at it though.
I know it aint top priority, but i updated the mockup a lil bit: ![]() The buildings will need shadows to make them look in the right perspective. |
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Bifur
Commander ![]() ![]() Joined: 15 April 2006 Location: Brazil Online Status: Offline Posts: 194 |
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backgrounds looks good , why dont u add some destroied buildings to add some chaos feel?
PS:explosion much better , thought it was a tree b4 |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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I got bored of the portrait so i rustled this up: |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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If you're serious that you won't make this a game, I might just die. >.< Seriously, though, it has so much potential that it would be akin to a disservice to humanity if no one makes it into a game. I personally would love to at least give it a try if no one else. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Well, i'm flattered! Of course, i will try my best. ^_^
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Bifur
Commander ![]() ![]() Joined: 15 April 2006 Location: Brazil Online Status: Offline Posts: 194 |
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i could win bucks of money , sell it to miniclips xD
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Brian the Great
Commander ![]() ![]() RED! Joined: 03 March 2005 Location: United Kingdom Online Status: Offline Posts: 2221 |
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Whateveryoudodontselltominiclipkthx.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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What Brian said.
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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WEll with the barrel at that angle you would never have a full circle on the end. It should be an ellipse. What do you plan to make this in?
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alkaline
Commander ![]() ![]() Joined: 25 August 2020 Online Status: Offline Posts: 868 |
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I'd say lighten the dark color on the building just a small tad bit. And find a lighter color for the gray dither you added on the building also.
And uh...the 'dynamic' one, the top dome part is leaning too much to the left. Circle-ize it more! |
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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Originally posted by Larwick
What Brian said. ![]() ![]() It looks awesome, but I think the message box could use a border. It's all coming out amazing. I love the colors and how everything looks. I'd love for this to be a game. It would look amazing. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Saiklor
Commander ![]() ![]() Joined: 16 May 2005 Online Status: Offline Posts: 230 |
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for a rusty bug he's pretty smooth. looks more like rust coloured paint than rust to me. Unless of course he's NOT supposed to be rusty, but if he is here are some references for rust
http://www.eleganthack.com/archives/rust.jpg look at the dots and the uneven texture http://www.michelekempees.com/rust%20bucket.jpg see how it runs from holes/crevices, could you work that along the top of his legs, and maybe add a hole or two? http://www.michelekempees.com/rust%20bucket.jpg lookit all the colours in rust, could make a really neat visual impact to toss in a few new, non-red/orange colours for emphasis and contrast |
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www.semesteratsea.com
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Yeah, that's true Saiklor, but originally i did actually name it the Rustbug because of the pallette, not the actual character concept. Thanks for the references anyhow, i think it might be quite cool to have a monster with a skin texture like rust... Edited by Larwick |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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Snark, we love yuu.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Played around with the pallette. I placed your enemy and my two pallette edits onto one of your mockups. Edited by Souly |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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I <3 Souly's red color. Use it more on the bot.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Souly you're right, the red i used is too bright. I haven't gone as drastic as yours, but i've lessened the saturation slightly. Now it's more of a 'leather' colour. Edited by Larwick |
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MurrMan
Commander ![]() ![]() Joined: 19 January 2006 Online Status: Offline Posts: 177 |
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why does the cannon fly forward when it fires? is it throwing the
bullet? aqnd if you whant menaxcing you should use green in my opinion,
and make it look slimy
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Brian the Great
Commander ![]() ![]() RED! Joined: 03 March 2005 Location: United Kingdom Online Status: Offline Posts: 2221 |
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I need a project like this.
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