WIP (Work In Progress)
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Zubb
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Quote Zubb Replybullet Posted: 06 July 2017 at 11:22am
The space station looks great, but IMO the perspective on the spike(the one near the sphere's center) is a little off.
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 23 July 2017 at 2:57am
A quick dump of stuff I've been doing (may have posted some of this before).

Player sprites:

Redone the run animation (thrusters need to be re-done and hands added, but I'm happy with the overall motion)


Dashing, damage and jumping sprites (all playing really fast for some reason)


Enemies:

A basic enemy mook. Still need to do walk cycles for this one.


Complete with different death states depending on how you kill it.


Projectiles/Misc effects

A missile, pretty standard tbh


Some explosion effects (conventional and antimatter)



Environments:

Couple of foreground elements for Mission 1




Some more fiddling of that space station




And finally, I wouldn't normally post anything this WIP, however it's a weird perspective that I've never tried before, and I would rather get it right first time round.

Larry Niven called. He wants his ringworld back.


Still not sure whether the landscape works (mostly the mid-ground is the problem, not used to drawing landscapes on a concave surface) and how to handle the sky. I've roughed out the atmosphere but I'm still not really sure where to go with it.
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 26 September 2017 at 2:42pm
Aerial slash attack:



Dashing attack:
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 27 September 2017 at 2:44pm
Tried to salvage old attack animation.

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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 01 October 2017 at 4:22pm
Mockup of another level.

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eishiya
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Quote eishiya Replybullet Posted: 01 October 2017 at 4:53pm
I like the actual pixelling in this mockup, but I feel it has some readability issues.

I had trouble spotting the character because they blend into the background and because all the visually interesting stuff is off to the sides where the player should probably not be looking. Try to keep the non-playable areas lower-detail (or at least low-contrast) so that they're not distracting.

The way you've set the floors and ceilings apart from the walls looks very nice and it's very clear. Combined with lower-contrast/simpler walls it should work very well.

Lastly, I feel like the neutral background wall feels mismatched from the rest of the level. I think giving it a blue or orange hue would make it fit better with the rest of the level. Keeping the saturation low and the contrast low would help it still be clearly distinct from the midground walls.
I think there's merit to a completely grey look, but I feel like that's something you should commit more fully to, e.g. an entire level that's all greyscale, save perhaps for some accent colour.
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 02 October 2017 at 2:47am
Funnily enough I originally had the background tinted red, just changed it afterwards as it didn't work with the foreground at all.

As for the detail on the tiles, I'm mostly using sonic tilesets as reference here (egg rocket zone to be precise) and they seem to cram even more complexity and detail into the surrounding tiles (mind you, gameplay and level design could make all the difference here). What I can do in the meantime is mute the orange highlights to stand out less:



Still have to make the other half of the tileset (not enough here to actually make a level) so I'll try some simpler tiles and see what I can do with it in-engine.
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 15 October 2017 at 9:08am
Made another enemy grunt.



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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 18 October 2017 at 1:11pm
Working on an actual background for the laboratory level.

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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 10 December 2017 at 6:12pm
Took a swing at a cityscape

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Hapiel
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Quote Hapiel Replybullet Posted: 11 December 2017 at 5:42am
Oh my, this has come so far!

Some quick cc: The sprite doesn't stand out so much, it's equally dark as it's background. Also the bright horizontal lights are a bit distracting, maybe tone them down a bit. at last I'm really not a fan of the horizontal bands in the background... I know it doesn't fit with the PJ pixel art rules, but an actual gradient might be less distracting. or pick some colors which are closer to each other?
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eishiya
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Quote eishiya Replybullet Posted: 11 December 2017 at 7:38am
Here is a colour edit that I think addresses the readability issue while keeping the "look":

I put the background layers into more of a haze, darkened all the windows to orange, and used a narrower range of the purple-yellow gradient for the sky, so that it could have less contrast while still keeping the same number of bands. I think the lines in the sky work very well with the style of this, but just had too much contrast and thus stood out more than they should.
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 11 December 2017 at 11:08am
Alright, made a few edits. Been thinking about having a thick layer of smoke in the bottom on the far layers but I don't quite know how to do that properly.

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Hapiel
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Quote Hapiel Replybullet Posted: 11 December 2017 at 11:18am
As cool as those signs may be, they again distract from the foreground (as advertisement tends to do...)
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 28 December 2017 at 10:30am
Me: So I half like half the animations for this one character finished.

Inner me: Change it.


(top is old version)
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eishiya
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Quote eishiya Replybullet Posted: 28 December 2017 at 12:24pm
I like the bunny-ears, the new eye shape, and the more solid highlight on the face. However, I think the face looked more interesting and had a clearer shape in the old version. In addition, the new big portraits have banding around the "mouth" and the chin tangents with the frame.
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PrototypeTheta
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Quote PrototypeTheta Replybullet Posted: 30 April 2018 at 9:53am
Well another year, another swing at this same old scene.

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