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Doppleganger
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bullet Posted: 03 June 2006 at 1:13pm

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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bullet Posted: 03 June 2006 at 1:23pm
That... is some sexy coloring there, Dopple. <3
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bullet Posted: 03 June 2006 at 1:40pm
@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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bullet Posted: 03 June 2006 at 9:44pm
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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bullet Posted: 03 June 2006 at 9:53pm

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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bullet Posted: 04 June 2006 at 12:03am
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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bullet Posted: 04 June 2006 at 5:33am

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!


You'll notice I've now added some clouds, a 'rage meter' in the top bar, fiddled with some colours and edited some small things.



Edited by iSTVAN
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bullet Posted: 04 June 2006 at 5:57pm

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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Aleiav
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bullet Posted: 04 June 2006 at 9:47pm
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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bullet Posted: 04 June 2006 at 10:42pm

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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bullet Posted: 05 June 2006 at 12:49am
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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bullet Posted: 05 June 2006 at 1:56am

@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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bullet Posted: 05 June 2006 at 2:24am
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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bullet Posted: 05 June 2006 at 2:39am

@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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Larwick
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bullet Posted: 05 June 2006 at 3:08am
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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bullet Posted: 05 June 2006 at 4:44pm

Nice topbar. :) Much better.

And I really like the clouds.

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bullet Posted: 05 June 2006 at 4:50pm

@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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bullet Posted: 05 June 2006 at 5:27pm
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. , also, a colored version of your tileset you made would be something that needs to be done.

I am going to be starting on the game soon, just to let you and everyone else know.
"At least we killed some boredom..." - Death Note.
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bullet Posted: 05 June 2006 at 5:50pm

@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:


Don't forget, I'm still looking for another pixel artist to help out!

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bullet Posted: 05 June 2006 at 7:09pm
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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bullet Posted: 05 June 2006 at 7:18pm
Well it looks great but the tree baskets still annoy the hell outta me because the shading is so bizzare.
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bullet Posted: 05 June 2006 at 7:47pm
Reminds me of a level from the Sega game Spider-Man: Maximum Carnage. :D  Good memories! 
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bullet Posted: 05 June 2006 at 8:32pm

Thanks for the comments peops!

First off,
@Aleiav: Dunno how I missed your message, but I did! Thanks, I'm glad you like it now.

@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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bullet Posted: 05 June 2006 at 8:44pm
If anyone is interested, iSTVAN is looking for someone to help with the game by making level tiles.  Peace!
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bullet Posted: 05 June 2006 at 9:28pm
Cheers Demon. I might write up something and post it in the job offering section.
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bullet Posted: 06 June 2006 at 3:32am
I dont mind lending a hand on background art and tiles...
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bullet Posted: 06 June 2006 at 4:01am
@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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bullet Posted: 06 June 2006 at 7:30am

News for anyone following the game:
Shark will be joining me in the art department to help bring a proper foreground tile set. It also looks like he'll be aiding me with other aspects of the game. I'll still be controlling all big decisions, he'll just be lending a hand when it helps- which is similar to having Demon aboard with the programming in the first place.

Hope to have some new stuff to show off soon!



Edited by iSTVAN
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bullet Posted: 07 June 2006 at 10:34am
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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bullet Posted: 07 June 2006 at 11:04am

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!
Jack: Gee wiz dad, that would be real keen, but the new issue of The Black Hole comes out today.
Gordon That's okay son.......maybe some other time...

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bullet Posted: 07 June 2006 at 12:42pm
lol.
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bullet Posted: 07 June 2006 at 1:10pm
lawl.

I am the jesus of PJ.
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bullet Posted: 07 June 2006 at 6:46pm

@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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iSTVAN
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bullet Posted: 08 June 2006 at 8:00am
New BH punching animation!
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Aleiav
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bullet Posted: 08 June 2006 at 9:11am
XD I like it.
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bullet Posted: 08 June 2006 at 11:47am
You mind me asking: "Why is he moving his head like that?".
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bullet Posted: 08 June 2006 at 1:47pm
Cos hes an over exaggerated stereotypical superhero. Duh!
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bullet Posted: 08 June 2006 at 7:23pm

@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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bullet Posted: 09 June 2006 at 1:42am
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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bullet Posted: 09 June 2006 at 2:18am
@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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bullet Posted: 09 June 2006 at 2:28am
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). 
ಠ_ಠ
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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bullet Posted: 09 June 2006 at 2:37am
@Ensellitis: Thanks a lot man! Insanity is definately in vogue at the moment.
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bullet Posted: 09 June 2006 at 6:28am
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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bullet Posted: 09 June 2006 at 6:43am

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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Swiifty
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bullet Posted: 09 June 2006 at 6:51am
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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bullet Posted: 09 June 2006 at 8:12am

@Swifty: Glad I could beat some sense into you with my punching demonstration ;) I will consider making some further body movement to the action.

Regarding the 'control' of BH's sucking ability. Currently plans are to have a considerable control of where exactly BH is sucking and propelling. I want there to be a curser that follows an invisible radius of say 30 pixels surrounding BH. When you press and hold the suck button the curser appears and you can use the left and right buttons to move the curser around the invisible circle. When you release the suck button it sucks in that direction. It sounds complicated, but believe me its not. Here's a little demonstration:

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.



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bullet Posted: 09 June 2006 at 8:53am

OH yeah! That's awsome!!!

 

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bullet Posted: 09 June 2006 at 9:11am
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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bullet Posted: 09 June 2006 at 9:35am
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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bullet Posted: 09 June 2006 at 4:57pm
Have you played Boogerman? (I haven't read through every post)
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