WIP (Work In Progress)
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Ensellitis
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Quote Ensellitis Replybullet Posted: 18 August 2006 at 2:48pm
i demand completion!!!
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Equinoxx
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Quote Equinoxx Replybullet Posted: 18 August 2006 at 3:37pm
in that case, I demand a game release :D looking mighty sweet.
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Quote kwigbo Replybullet Posted: 18 August 2006 at 6:56pm
Awsome work larwick. I can't wait to see the final game. It kinda reminds me of my favorite classic gameboy game Battle Bull. Great style as always keep up the good work.

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Larwick
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Quote Larwick Replybullet Posted: 18 August 2006 at 7:58pm
Lol thanks guys, we'll try our best.

So is there nothing wrong with the animation atall? There must be something... :D

If not i'll try another attack, possibly flamethrower (complete redo btw).

Keep an eye out.
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Quote Saboteur Replybullet Posted: 18 August 2006 at 8:08pm
WHY REDO FLAMETHROWER.
Uhh. Sorry, my command of the english language fails me. I don't see why you want to redo the flamethrower animation. It was/is awesome in my opinion. I'd suggest doing the things you've been avoiding (weapon switches, damage animations) before adding/improving things. I don't believe any improvement on the flamethrower will be that significant.
Ur craz kthx.
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alkaline
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Quote alkaline Replybullet Posted: 18 August 2006 at 8:53pm
the way it jiggles and moves makes me think it's not made of metal or somethin..(it's metal right?)...love the chunky bright colored feel to it..so yeah a lot of jiggle to a rigid metal. unless i'm mistaken.
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Quote halfDemon Replybullet Posted: 18 August 2006 at 10:47pm
Originally posted by Larwick

BOO.




Lookie! Slight problems in that it looks like it's rising before firing and yet it isn't... (almost like it's stamping) do you guys notice that too?
I actually like this jiggle over your update. It's nice and cartoony, like the new style.


Edited by halfDemon - 18 August 2006 at 10:47pm
Every pixel counts, even the dead ones.
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Larwick
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Quote Larwick Replybullet Posted: 19 August 2006 at 5:53am
Hehe thanks guys.

@Sab: Well... i think it would be easier for me to redo the graphics but sort of keep the general aspect of the animation. I'll see how it goes, but i actually must agree with you about doing some more simple and necissary things first, so thanks, willdo.
@Alk: Ah yes, me and my jelly metal. If you thought that because of the cannon, i was trying to make it seem that the barrel was knocked back into its hold slightly, and then wobbles in it - therefore having no wobbly metal... sort of. The 'bone' between the front foot and the mid part is quite wobbly, but owel, that can always be made of something different. If you think i should, i'll make it seem more like the body is actually tilting by moving the back end down more when it does.

Basically because it's a cartoony (now anyway) sci-fi, i feel the need to not bother so much about making things realistic and concentrate more on general looks, than to be restricted to what's physically possible (lol). Anyway, it can always be another not-yet-invented material.

Also, from your comment about the barrel being over AAed at the top, i've yet to fix it.. and i'm not 100% sure that i will, as it seems to give more of an impression of 3d'ness. Of course i could as easily be wrong.

@halfDemon: Thanks, i glad you liked it. It's only an extra 0.05 second frame so i suppose there's no harm in putting it back in.
Thanks again for the comments guys.

UPDATES:
~I decided not to add the second wobble back to the cannon fire animation, because i think i was going a tad too far with 2 wobbles. 1 looks good enough methinks.
~I cleaned up the top of the cannon barrel afterall, and i agree it looks better. Also edited some of the tilting etc. of the shell.
~I used the cannonfire animation to make the withdrawal animation, because i thought it suited the action well. This is just an example of what it would look like in-game, it isn't the actual sprite that will be used.



Should take 0.61 seconds in-game to switch weapons, which i think is pretty good going. This animation is 1.61 seconds long, due to the lengthening (and addition) of the first and last frames.

And yes that's the new flamethrower barrel. Beefy ey wot.

Thoughts please! ^_^


Edited by Larwick - 19 August 2006 at 8:17am
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Ensellitis
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Quote Ensellitis Replybullet Posted: 19 August 2006 at 10:16am
my only complaint is with the weapon switching, shouldnt he bounce when the weapon has completely entered the shell, kinda like a recoil?

other than that AWSOME
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Larwick
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Quote Larwick Replybullet Posted: 19 August 2006 at 4:45pm
Ah yes ensel, i see what you mean. I was thinking more that the rustbug would hop up to allow the cannon to fall inside it easier (a strange way to look at things, but owel). I'm not sure if i'll edit it or anything yet. And thanks! :)

I've just spent hours on this, this evening. And now i'm overjoyed with the result. This is what happens when you know what you're doing and plan it out before. Thanks to all the great help from you guys for the previous walk cycles i think i got it this time. It's meant to be quite OTT (possibly too much, after talking with alk i think i'll lessen the space the legs travel), and it doesn't have any weapon equipt yet, as i'll add the different ones later.



Feedback please! :D


Edited by Larwick - 19 August 2006 at 4:49pm
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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 19 August 2006 at 4:49pm

I can hear it in my head and it sounds like an AT-AT on drugs. Very very good indeed. I really like the subtlety of the tilt, and the only problem I see is the abscence of a gun, which makes it look somewhat off-balance, but that's not really a 'problem'.


RPG is numberwang.
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Larwick
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Quote Larwick Replybullet Posted: 19 August 2006 at 7:40pm

As i said before, thanks muchly MoD for the comment. The reference to an AT-AT on drugs still makes me smile. And i will add the cannon in due time, i just hope it'll look okay.

Couple of updates plus i made an animation of the Rustbug walking across the screen a bit. This is how i'd love for it to look in-game, but i'm not sure how possible that will be. I realise the wackyness of it will make it very odd ingame at moments... hopefully that can be fixed (or is just my imagination).
FYI, on this update all i did was lessen the stretch of its feet by 1 pixel, and changed a little annoying few pixels.


 

 
 
 
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Faktablad
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Quote Faktablad Replybullet Posted: 19 August 2006 at 8:45pm
Ahh yes, beautiful.  Perfect cartoony feel--love it.

One thing I would change:  right now the "attack" frames (the frames when he's putting his foot down) are a bit fast and it makes it look like he's almost stomping, but in a .....tiptoe sort of way, idk.  I guess I'm saying make it a tiny, tiny bit less jerky and more fluid.
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Larwick
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Quote Larwick Replybullet Posted: 19 August 2006 at 8:53pm
Thankyou Faktablad! I'm glad you like it.

And yus you are right about the feeling of stomping. It could be seen as being because of it's weight bringing it back to earth quickly, but i'll have a go at adding another frame or changing some to see if i can make it look less jerky.

And some palette fun before i finally goto bed.
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jalonso
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Quote jalonso Replybullet Posted: 19 August 2006 at 9:01pm
Why mess with perfection?
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Faktablad
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Quote Faktablad Replybullet Posted: 19 August 2006 at 9:12pm
He's diversifying.

The MSPaint one looks pretty cool, actually, in a Pokemon sort of way.

Where's the C64 version?
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Ensellitis
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Quote Ensellitis Replybullet Posted: 19 August 2006 at 10:08pm
i wanna see an extreme contrast version
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Quote Saboteur Replybullet Posted: 19 August 2006 at 11:24pm
I'm in love once again with the Rustbug. That walking animation is orgasmic.
 
I give you a <4, because 4 is greater than 3.
"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Equinoxx
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Quote Equinoxx Replybullet Posted: 20 August 2006 at 2:34am
That walkcycle is absolutely gorgeous man.
Well done indeed.



Edited by Equinoxx - 20 August 2006 at 3:16am
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Faktablad
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Quote Faktablad Replybullet Posted: 20 August 2006 at 7:29am
Just a logistical question:

Will the player be able to shoot a weapon while moving?  And if so, how are you going to handle weapons like the flamethrower and the smoke that comes off the barrel?  Will the smoke and such move with the player, or will it be affected by the movement (that is, drift away in the same place while the character moves)?
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Quote Skull Replybullet Posted: 20 August 2006 at 8:14am
Originally posted by Larwick




 
 


I just have to say - that is amazing.
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Quote Aleiav Replybullet Posted: 20 August 2006 at 4:04pm
awesome crawl Lar. It looks perfect. :)
 
how about a greyscale version? :D XD
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chess
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Quote chess Replybullet Posted: 11 October 2006 at 7:56am
Originally posted by Larwick

Ah yes ensel, i see what you mean. I was thinking more that the rustbug would hop up to allow the cannon to fall inside it easier (a strange way to look at things, but owel). I'm not sure if i'll edit it or anything yet. And thanks! :)I've just spent hours on this, this evening. And now i'm overjoyed with the result. This is what happens when you know what you're doing and plan it out before. Thanks to all the great help from you guys for the previous walk cycles i think i got it this time. It's meant to be quite OTT (possibly too much, after talking with alk i think i'll lessen the space the legs travel), and it doesn't have any weapon equipt yet, as i'll add the different ones later.Feedback please! :D



that one is really great! it looks like charging or switching his wep

i like that hard
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Quote MurrMan Replybullet Posted: 11 October 2006 at 8:36pm
I love that dude. i would just like to say that the progress you have made in pixel art in such a short period has been an inspiration to me, and indeed, it many of the newer members. just wow.
I just hope that your ambition and motivation does not die as fast as mine.

However the walk there seems to have a lot of force to it, if you know what i mean. the leg jumps almost too far going down. I know it is ment to be mechanical movement, but it still seems ackward.

Originally posted by chess

 

that one is really great! it looks like charging or switching his wep

i like that hard


?Que?


I have plenty of emotions; It is Sleep that i lack
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Pixel_Outlaw
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Quote Pixel_Outlaw Replybullet Posted: 11 October 2006 at 8:41pm
Great work but the nes one can only have 4 colors at once counting transparency, if you tile it you can get away with more though.
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Larwick
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Quote Larwick Replybullet Posted: 12 October 2006 at 2:40am
Haha, thanks guys for bumping the topic back up and reminding me about it. Chess, i really have no idea what you're on about, but thanks i guess. Murrman, thankyou awesomely! I'm rather flattered by your comments. I do think i like the forcefulness of the walking, although i may be redoing it anyway slightly, because it just seems it'd be too awkward to use in-game. I'll take that into account when i do.
 
Originally posted by Pixel_Outlaw

Great work but the nes one can only have 4 colors at once counting transparency, if you tile it you can get away with more though.
 
Lol...!
 

 
And to everyone; Rustbug really really is on hold now. I just can't find it within myself to keep at it for more than a few days anymore, so i'm gunna step back for a bit and come back to it later. Long live Rustbug!
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chess
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Quote chess Replybullet Posted: 13 October 2006 at 1:07pm
i mean the pose of the rustbug in the post i quoted;)
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Larwick
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Quote Larwick Replybullet Posted: 14 October 2006 at 11:17am
Seriously man, i have no idea what you're talking about. If English isn't your first language you may be able to get someone to translate something you're more happy with for you. Otherwise, you'll have to think hard before you post again.

Any more crits or ideas about the game are welcome, but other than that you can consider this a dormant topic.
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Quote Godslayer Replybullet Posted: 14 October 2006 at 12:27pm
The drill and knife, they are used to attack right? I think they look pretty wimpy, and by the time something in range, if you mess up you take damge( I assume). I think you should elongate them and make them more bad ass.
 
Its really great that you've found such a beautiful concept to pursue, isnt it a swell feeling to really develope an idea you have? Im very impressed, Larwick.
 
Im so lame, to have only found this topic now.
Oi.
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Quote Lockdown Replybullet Posted: 14 October 2006 at 3:59pm
Im even lamer O.O


That is so cool, if I know a REAL programming language used for 2d games, Id ask u if I can use it to make a game in ur honour . . . . that reminds me

Can I make a game out of it in ur honour? 


its gona be using a registered version of game maker, its not really a good game maker (unlike C++ or VB)
but hey! its a game!

so how about it?   (pm me ur response)
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Quote MurrMan Replybullet Posted: 14 October 2006 at 4:49pm
i Believe, Lockdown, that Demon was making it already.

Edited by MurrMan - 14 October 2006 at 4:49pm
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Quote Lockdown Replybullet Posted: 14 October 2006 at 5:03pm
oh . . . . ok, oh oh oh! Im SERIUSLY looking forward for that game, OMG I CANT W8! *nervous breakdown*         (sorry for my newbness)

I wish I can learn a thing or 2 about pixel arting from u. . . .
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Larwick
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Quote Larwick Replybullet Posted: 14 October 2006 at 5:57pm
Haha... Your comments are very much appreciated.
 
Thankyou muchly Godslayer. The drill was planned to be used as a special item (for getting through areas or something) which could also be used as a weapon. I agree now, and realise, that they are both quite small. Overexaggeration is what i'm aiming for here, so i'll try and intertwine that idea when remaking those weapons!

And yes, although no work will be happening with this for a while, Demon will still be the programmer dude until he gets too annoyed with my spazzyness and runs away :)
 
And sorry Lockdown, but there may be a huge wait in store before there's anything worth playing...
 
Also, i'm a terrible teacher. I'm sure you'll be better off doing it the way i have - draw for years with pencils and pens, then learn about pixel art and get some critisism on your pieces here, and slowly improve! If you're dedicated it may not take too long.
 
Anyway. It's kind of good in a way to have this topic revived a little bit, as it's given me some more inspiration and ideas. Shame i've got too much work with college to continue with this right now, but soon. SOOOON. (Meaning friggin' ages).
 
Lalallaala...
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Quote Lockdown Replybullet Posted: 14 October 2006 at 6:48pm
ummmm, I dont really care if I dont program, I actually kind of relieved because Im not good with pressure . . . .

Oh comon! u can teach me atleast some things,  I used to be a mangaka (manga artist) for 2 years, I can do CG lineart, and probably everthing u can do with pencils and pens, . . . . and Im already glued to the interface of photoshop and I know all the selecting stuff and the Luminosity thingies and the hues . . .. . U CANT LET ME DOWN!!!!  

oops, Im sounding all wierd again, anyways, keep at it! ur gona get a great game!!! =D


*dead topic*  Sadly . . .


Edited by Lockdown - 17 October 2006 at 1:09pm
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Larwick
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Quote Larwick Replybullet Posted: 05 November 2006 at 4:37pm
I said i'd have some kinda preview so here it is.
 
For those who don't know: I'm working on a Rustbug mockup at the moment. This'll help me get my Rustbug stuff done, and once finished i'll have something better to strive for when the game is being made.
 
 
The sky is being worked upon atm. It's meant to look like a sun in the centre of an opening in an epic'ly huge cloud. I'm pretty sure it's physically impossible, so let's ignore that. It is a fantasy sci-fi adventure anyway, and i like it.
 
The 'foreground' is meant to be a junk heap. I think it'll be generally silhouetted, but most definetely with some more detail and stuff, such as sparks from open wires, and robot arms sticking out etc..
 
The bottom area will be the pathway in which Rustbug walks. There may be some more piles of rubbish that partially cover some of it.
 
Hmm yeah, so i think that's it. I should probably say that i've redone the Rustbug sprite again, although not so extremely this time. Just a few touchups here and there.
 
Thoughts on the background so far?
 
~Lar.
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Quote pixelblink Replybullet Posted: 05 November 2006 at 4:50pm
sh*ts my pants that's great so far. I think keeping the junkheap a silhoutte is a good idea but maybe have a few junk piles in the foreground be noticable.
That sky is simply delicious!
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Quote Aleiav Replybullet Posted: 05 November 2006 at 7:52pm
Amazing Lar. :) <3 Amazing!
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Ensellitis
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Quote Ensellitis Replybullet Posted: 05 November 2006 at 7:53pm
just BARELY shade the edges of the heap, and add a few tiny lines...  make it look like the sun isnt all that bright, but is shedding a tiny light on the pile...  :D

looks sweeeeeeeeeeet
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Quote MurrMan Replybullet Posted: 05 November 2006 at 8:32pm
when i see that , i am expecting to see something fall out of the sky, or a beam part the clouds or something. it looks Fonominal, Fanominal, Funominal, Finominal, damn it waht is the vowel i am looking for... am just so exicted to see more.

what are you going to do exactly with the silowett? i woul put some light on certain things jutting out at the top: polls etc. things should be aluminated not only by wire sparks but also with a sort of sunset kind of feel.

EDIT
something else that game me this sort of post apocyleptic feel was the burning oil feilds in the movie Jarhead. it is similar. it has those thick dark clouds illuminated solely by the flames, a very deep and vivid image. see here, might give you inspiration, http://media.movieweb.com/galleries/2855/2199/lo/cok.jpg




Edited by MurrMan - 05 November 2006 at 8:40pm
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Quote fil_razorback Replybullet Posted: 05 November 2006 at 10:55pm
Larwick > Metal Slug :D
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Quote Blueberry_pie Replybullet Posted: 05 November 2006 at 11:54pm
Originally posted by awesome-o Larwick


omg :o
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Quote Equinoxx Replybullet Posted: 06 November 2006 at 1:03am
that's like THE tasty ...

I think a silhouet is cool but in order for it not to look weird when rustbug is NOT silhoueted you'll need some rimlighting going on on the heap itself and individual parts of it. not to mention that that'll look asskicking delicious imo.
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Quote chess Replybullet Posted: 06 November 2006 at 7:26am
the walking animation of the bug is fantastic smooth!

if the heaven on the other pic will be finished it will be famous!!
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Quote Larwick Replybullet Posted: 06 November 2006 at 11:01am
Update, tis less lopsided now. Fixed up a few things in the centre aswel.
Might have to add a colour or two for the darker areas, i'll try not to though.
 
Thanks everyone a buncho! Nice comments are always nice.

@Equinoxx,MurrMan,Ensell&PB: About the silhouetted junk heap, i was planning on having stuff nearer the path, and closer to the edges to be more visible (to add some sense of depth), so yeah i'll definetely do the stuff you guys suggested.
 
@MurrMan: Ooh, perhaps it isn't the sun in that gap atall...  Hehe, and yeah, it is meant to look kind of apocaliptic. Actually inspired by one of my weird dreams from a while back, i had the vision in my head quite clearly so i'm pleased with the current result.
@fil: Haha! I'm flattered, but honestly i'm terrible in comparison to who ever did the background pixelart for them. THAT's phenominal [sp?]..
@chess: Lol, 'heaven' you say? That's an interesting way to look at it i suppose. Thanks for the support! 'Famous' is probably not the right word though.. perhaps 'noticed' or something would be better.
 
Wh00t, back to it now.
 

 
Update:
 
The thing in the closest foreground is not a shadow, although it does look cool as one, it wouldnt happen. It's another silhouette which i'll bulk out later. Now the track goes between the piles of junk, which i think looks cool. Planning the rest of the sky... tonnes of dithering to come..
 
Selfcrit: Hmm, the bottom right hand side of the cloud is really messed up, i'll have to fix that.


Edited by Larwick - 06 November 2006 at 1:50pm
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Quote Equinoxx Replybullet Posted: 06 November 2006 at 1:57pm
again, total awesomeness going on here. I totally dig the transition in the clouds to btw, very smooth.

just a quick mockup of what I meant, I'm sure your capable hands are more then that to make this shine though so don't feel offended pls.

I made the pile slightly lighter then the nearblack it was added a highlight to show what I think would help give depth to it (infront highlights) also, with a lightsource so strongly from the back, the pile-o-junk could benefit from casting a shadow imo.

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Larwick
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Quote Larwick Replybullet Posted: 06 November 2006 at 2:06pm
Thanks Eq, the edit really helps with what i shall plan to do. I also agree about the shadow.. but i can't have it too dark, which is a problem i suppose. Btw, the new new rustbug sprite which no one has seen has a more corrected perspective for this setup, and colours.
 
Thanks again eq. =)
 
Update:
 
Been dithering the sky (ugh), won't start the rest of the pic till all the sky is suitably done. I think the shadow and highlight colours of the ground are pretty good atm...


Edited by Larwick - 06 November 2006 at 4:03pm
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Quote Larwick Replybullet Posted: 06 November 2006 at 5:16pm
Update/bump:
 
Right, the sky is 'finished'. There's most probably lots of touching up and additions for it which i'll later add, but for the moment i'll start going onto other things i think.
 
Kinda looks like a title screen...
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Quote Scruffs Replybullet Posted: 06 November 2006 at 5:43pm
larwick you kick ass, i cant wait to see the whole thing finished <3<3
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MurrMan
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Quote MurrMan Replybullet Posted: 06 November 2006 at 6:10pm

is this going to be a Panoramic scene, like is the sky stationary while the heaps in the back move slowly and the ones in the back ground move with the character?it should get much darker at the side of the sky.
 maybe there should be more opennings in the distance on the horizon?

I have plenty of emotions; It is Sleep that i lack
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Psychotic_Carp
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Quote Psychotic_Carp Replybullet Posted: 06 November 2006 at 8:22pm
It looks most excellent but I feel like a baby coming out of the womb "look I see light"....... sorry :(
got game?
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