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Doppleganger
Midshipman ![]() ![]() Joined: 28 September 2016 Online Status: Offline Posts: 71 |
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I took it upon myself last night to mess around with coloring it because it seemed fun. Now that you posted your own it's not as useful but here it is anyways. Aside from the background buildings and clouds I used your sprites and slighty modified BH but only for clarity of appendages reasons. |
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Stitchy
Commander ![]() ![]() PJ Pioneer Joined: 09 June 2020 Online Status: Offline Posts: 405 |
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That... is some sexy coloring there, Dopple. <3
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Demon
Commander ![]() ![]() Joined: 16 March 2005 Online Status: Offline Posts: 562 |
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@iSTVAN: If you would like to read more about BlueStar, we have a temporary site at http://rustbug.googlepages.com/bluestar . The official site will reside at http://www.bluestardev.net
@Doppleganger: I like the coloring on the tree, but the whole scene looks a little too busy. And BH blends in with the background too much, which can get annoying while playing the game. I went ahead and made another mockup, put together some things from doppleganger's edit and iSTVAN's latest mockup. I also changed how the inventory item boxes. ![]() Edited by Demon |
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"At least we killed some boredom..." - Death Note.
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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It's awesome but I'm personally not too crazy about yellow as the color for the top bar. It's sort of distracting to me. How about a light green. Not lime green, but a medium tint of green like the colors on the dumpster. That might be nice. :)
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Originally posted by Aleiav
It's awesome but I'm personally not too crazy about yellow as the color for the top bar. It's sort of distracting to me. How about a light green. Not lime green, but a medium tint of green like the colors on the dumpster. That might be nice. :) My thoughts exactly. Also, the shading on the tree baskets needs to have an even distribution of the light bands make dark grey on the other side too. Also you might make some slight hints of light on those bricks and add some slightlyy dark flecks to the masonry. Edited by Pixel_Outlaw |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by iSTVAN This is a perfect example of "Less is more". The very simplistic style used gives it a unique/original look that added textures and colorings will take away. The game looks like it would be fun and light gaming. I actually prefer the 4 color versions originally posted the best but since most seem to prefer more color this meets the bill. I hope iSTVAN doesn't overdo it. It's AWESOME as is. |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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Alright, first off some responses! @Jalonso: Thank you very much! Your support is very encouraging. Some updates I think will be required, but I will try to please the pro-simpletons aswell. @PO: Thanks. I'll be working on bringing some elements a bit more texture. Expect an update soon man! @Shark: Thanks. At the moment, I am going for a chirby sort of feel. It wouldn't match the big headed cartoony character sprites to use dark disturbing colour schemes. And it will make it more dramatic later on when the game DOES get darker. The ground might be different overall if I'm going to add road tiles and cars, so bare with me for the moment. The trees, well, I like the simple cardboard cut out feel--i don't want them to overpower the character sprites. I will, however, experiment with this. Cheers. @Swifty: I would definately like to bring a bit more to the city background and sky, I'm just not exactly sure how to go about it yet. @Doppleganger: Thanks for the colour edit mate! Your's has a very textured arty feel that I'm not quite sure would work in a game, but looks great anyway! I mainly like what you did with the buildings in the background and the tree. Cool stuff! @Stitchy: Yeah! @Demon: Nice looking site you have there! I'm excited to be involved. I really like your updated inventory bar. Oh, and that big level write up way back up there was particularly intended for your eyes. I've added you to my msn contacts so I look forward to discussing this further with you ;) @Aleiav: Cheers. The colour of the top bar is meant to match up with BH's costume colours. If you can think of a different combination of his blue and yellow, I'd love to see it. Thanks for the suggestion. And heres an updated mockup! Edited by iSTVAN |
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Listen to what the flower people say...
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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New coloured Thug sprites. Running and punching. EDIT: And here's another variation on the thug, with both animations. And a slight update to the mockup: Edited by iSTVAN |
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Listen to what the flower people say...
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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Maybe a reverse? The stuff you made yellow, make blue and the stuff you made blue make yellow?
It might take away from the distraction. |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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How's this looking, Aleiav? I hope this looks better. I never saw any distraction, but then some monitors are brighter than others, and I want to aim to please the majority of computer screen eyeballs out there! Now you make me worried about the trees. PS. New BH animations: from hold to slap and from hold to uppercut. Edited by iSTVAN |
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Listen to what the flower people say...
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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the blue looks better but i dont like the brown n the health bar.
Fix those trees.. please there just killing me atm. Try shading like doppleganger's edit they werre sexy... |
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Snark, we love yuu.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Shark: The trees doppleganger drew are too highly textured and highlighted to match the rest of my backgrounds. Like I said, I want to avoid overpowering the sprites with complex backgrounds. I've changed the tree colours and swapped the brown with a lighter brown found in BH's costume. I'm gonna try and get a new scene up soon using some new background pieces and sprites. I'll try and make it as different to this one as possible. |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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i think the trees are too pale... keep the shading the same just edit
the colors. apart from that this looks great. |
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Snark, we love yuu.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Shark: Thanks mate. I'll be having variations in trees throughout the levels, so hopefully everyone will get their way at one stage. I other news, I'm looking to take aboard another pixeller for this project. The job will primarily involve tile based work (which is not a specialty of mine). You'd be working under me, and ofcourse you'll get credited for all your hard work. If anyone is interested, please PM or email me with examples of their work. |
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Listen to what the flower people say...
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Looking great. How about a yellowing hue for the highlights of the trees and bushes? It seems to make them more interesting to me.
Oh and for some reason the highlight colour for each plant seems to be a slightly different colour, and this is probably the same with other parts of the image (note 89 colour count). It probably isn't that important but i thought it would be worth pointing out. |
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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Nice topbar. :) Much better. And I really like the clouds. |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Larwick: I suspect I've repeated what you've described with the inconsistent tree colouring and mixed old colours with updated ones making my colour count massive. I've kept one set of original tiles, so it should go down to a lower number when I put them together again. I'm no pro at tiling, I admit it. Thanks for taking a closer look! And you're right about the yellow tree highlighting, its looking much better! Working on some new tiles for a construction site scene mockup. |
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Demon
Commander ![]() ![]() Joined: 16 March 2005 Online Status: Offline Posts: 562 |
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Looking good iSTVAN. For the game, try and make the buildings background and clouds background as seperate images with transparency instead of the lighter shade of blue that makes up the main background color. This will allow for parallax scrolling, a pretty kool side-scrolling effect.
![]() I am going to be starting on the game soon, just to let you and everyone else know. ![]() |
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"At least we killed some boredom..." - Death Note.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Demon: Hey thanks man. I've been keeping the background objects as seperate layers, parallex scrolling would work awesomely for this! My tileset, as mentioned earlier isn't really a tileset, but here it is. It's a sloppy way of doing things, I know. This is my main reason for wanting some outsite help on this project. And here's the new mockup I've been working on: |
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KawizradSaddrax
Seaman ![]() Joined: 25 May 2006 Online Status: Offline Posts: 21 |
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This has come such a long way! Its looking great. It kind of reminds me of the Atari Game Scrapyard Dog. Im anxious to see where this goes.
/weller |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Well it looks great but the tree baskets still annoy the hell outta me because the shading is so bizzare.
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Demon
Commander ![]() ![]() Joined: 16 March 2005 Online Status: Offline Posts: 562 |
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Reminds me of a level from the Sega game Spider-Man: Maximum Carnage. :D Good memories!
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"At least we killed some boredom..." - Death Note.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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Thanks for the comments peops! First off, @KawizradSaddrax: Thanks! This has come a long way, I'm really happy with the progress. And nice linkage- I definately see the similiarities. That Scrapyard dog looks like a strange game! @PO: Cheers. Feel free to make an edit of the tree basket to show me what you mean. @Demon: Funny you should say that. My main game related inspiration for the project has been coming from a couple of different GBA Spiderman games I used to play. Oh, and if anyone has any suggestions for background pieces for the construction site, or any of the other levels I described on page two, please let me know! I needs ideas. |
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Listen to what the flower people say...
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Demon
Commander ![]() ![]() Joined: 16 March 2005 Online Status: Offline Posts: 562 |
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If anyone is interested, iSTVAN is looking for someone to help with the game by making level tiles. Peace!
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"At least we killed some boredom..." - Death Note.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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Cheers Demon. I might write up something and post it in the job offering section.
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Listen to what the flower people say...
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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I dont mind lending a hand on background art and tiles...
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Snark, we love yuu.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Shark: Fantastic mate. I'll talk to you a bit on MSN and we can try and have you posting stuff here aswell ASAP!
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Listen to what the flower people say...
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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News for anyone following the game: Hope to have some new stuff to show off soon! Edited by iSTVAN |
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Listen to what the flower people say...
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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Just compiling stuff together. Here are the items.
![]() I had to edit your tiles to get them to a uniform tile size - 32x32. I also had to make them tile. Made a few edits aswell. ![]() |
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Snark, we love yuu.
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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I hope the Black Hole is like one of those hero's from the 1950's that makes all the kids wish that they had the hero instead of their real fathers. Gordon: Say son how would you fancy fishing with me! |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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lol.
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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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lawl.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@PO: Hahah. Black Hole could maybe beat your mother, but he's no real fatherly figure- that's for sure. He's more like the drunken version of Spiderman, only less whiney. That said, you can still expect many cheesy, typically superhero-esque. Don't forget to read the comics if you want more background info on BH! The tiles and items are looking great, Shark! I especially like the different types of bricks. I'm only not too fond of the dithering on the pavement. I like the gutter you did, but I don't think we need to add any texture to it really. It'd look sharper just with a highlight line I reckon. Oh, and I'll have 6 weeks off as of this afternoon to work on the game! Can't wait to post some more stuff! |
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Listen to what the flower people say...
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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New BH punching animation!
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Listen to what the flower people say...
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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XD I like it.
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Swiifty
Midshipman ![]() ![]() Joined: 26 May 2006 Online Status: Offline Posts: 63 |
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You mind me asking: "Why is he moving his head like that?".
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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Cos hes an over exaggerated stereotypical superhero. Duh!
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Snark, we love yuu.
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Aleiav: Cheers! @Swifty: Shark answered your question! It also makes him look pretty goofy, even a bit of a pussy. Remember, Black Hole (the comic) was always a superhero comedy. @Shark: ;) I'm personally happy that I finally managed to get some cape movement going on. That thing was looking pretty damn stiff up until now. It sort of looks more like he's practicing Tae Bo, rather than beating up some felons-- and I find that hilarious! |
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Listen to what the flower people say...
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Swiifty
Midshipman ![]() ![]() Joined: 26 May 2006 Online Status: Offline Posts: 63 |
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I know what your trying to pull of, but still I think its rather stupid that you move your head completely 90 degrades to the left and right when punching someone.
Maybe you could minimize the movement? Or he could duck when punching etc |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Swifty: You've been opposed to the cartooniness of the game from the get go, it doesn't surprise me that the head turning isn't your thing. Your predictions of stupidity might prove correct once we've seen the action played out in the game, but until then I'm happy with it. I like the idea of a ducking action though. Thanks for the suggestion.
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Listen to what the flower people say...
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Ensellitis
Commander ![]() ![]() Joined: 19 June 2005 Online Status: Offline Posts: 10099 |
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I personaly like it. It goes along with the complete insanity of what I am sure this game will be (Along with all your other art).
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There's a pubic hair on my keyboard. What the f**k?? I "mow the lawn" so it's not mine. Gross. |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Ensellitis: Thanks a lot man! Insanity is definately in vogue at the moment.
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Swiifty
Midshipman ![]() ![]() Joined: 26 May 2006 Online Status: Offline Posts: 63 |
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Your right. I wanted to turn the game into something more serious, with serious I mean something more like the reality, but along that I forgot, I ain't the maker of the game :P
Anyway I'm still going to fight against this head thing, since I don't really get it why he moves his head to the right when he punches. There are way more better ways to implent "cartoon" features in the game without sacrificing a bit of realism. |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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Originally posted by Swiifty
There are way more better ways to implent "cartoon" features in the game without sacrificing a bit of realism. This just seems a bit of a contradiction to me. Cartooning is all about sacrificing a bit of realism for simplication and humour's sake. I want to hear your suggestions, cos I know this game could be cartoonier-- and for better! And don't worry, just the fact that you've taken the time to get involved with the game is enough to warrant your input some significant amount of weight. I wouldn't bother posting it here if I wasn't willing to take aboard everyone's ideas. Oh, and if you want to know why he throws his head around like that, then simply try doing it yourself. Throw a punch at an (imaginary) enemy, and turn your head the other way as if you were practicing some sort of exercise routine. It's the best way to describe the humour of the action. It also makes BH stand out from the regular Thug way of fighting. EDIT: Oh, and I think I compromised making this a serious game when I decided to make the characters big headed. I may well work on a more serious adaption of my Black Hole concept further down the track, but at the moment, I want something light, fluffy, and fun filled. I'm gonna work on colouring some of the other character sprites now. I should have some new stuff up soon. And don't forget, Swifty, read the comic! Edited by iSTVAN |
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Listen to what the flower people say...
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Swiifty
Midshipman ![]() ![]() Joined: 26 May 2006 Online Status: Offline Posts: 63 |
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Haha.. your right, the head goes a little to the right and left when you hit something/someone :P
I also have a question, are you able to controll the "suckering"? Edit: It's just that when you hit something irl your body moves aswell and thats why the head turns to the right a lil. Thats why I misunderstood it. Edited by Swiifty |
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iSTVAN
Commander ![]() ![]() Joined: 03 March 2005 Online Status: Offline Posts: 626 |
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@Swifty: Glad I could beat some sense into you with my punching demonstration ;) I will consider making some further body movement to the action. This will make it funner to hide secrets, objects and objectives in the background because the player has a much greater amount of directions to choose to suck, rather than just make him suck left, right and up. And once the player gets used to it I'm sure it will become faster to control. This will probably mean BH's arm will need to be a seperate object, so that it can rotate in every direction, but I'll work that out with Demon. EDIT: That's just a standin curser, by the way. Not sure what we're gonna use yet. Edited by iSTVAN |
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Listen to what the flower people say...
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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OH yeah! That's awsome!!!
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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i think it'd be good to have the suck controlled by the mouse, when
you left click, thus enabling BH to suck and run at the same time. |
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Snark, we love yuu.
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Swiifty
Midshipman ![]() ![]() Joined: 26 May 2006 Online Status: Offline Posts: 63 |
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One possible attack could be like this:
You suck something at the end of a screen( not necesserely the end) and when it comes near you, you realise the suck button, and the item/enemy flies past you and maybe slams into a wall or something. So it would be some sort of throwing attack. The speed you suck will result in how hard you throw the item/enemy. |
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Boder
Commander ![]() ![]() Joined: 07 February 2015 Online Status: Offline Posts: 112 |
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Have you played Boogerman? (I haven't read through every post)
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